“Vanished Lands” Update T3.28 — Gifts and a gargoyle

A winged reptilian humanoid
Gargoyle assassin

Fellow role-players, here is my update for Session T3.28 of the latest adventuring party in my “Vanished Lands” heroic fantasy campaign setting. The teleconferencing team met on Sunday, 29 May 2011, and has been using Pathfinder, Skype, and an online dice roller.

In one ancient world, there was a region where strange majicks and demihuman races thrived. After “Holy Steel‘s” journey to the distant empire of Khemet, another motley group gathered in the northwestern “Vanished Lands” to explore a world full of perils and wonders….

After meeting in the Wisalef Forest, the adventurers encountered hostile Centaurs and a haunted hamlet on the Plains of Sathendo….

>>Telecom party Player Character roster, as of spring 2011:

-“Gawain Keary” [Paul J.]-male Saganim human Illusionist (proto-Celtic Wizard); NGc, Age 20, Lvl. 3

-“Kovar” [Beruk A.]-male Half-Orc/Saganim human Paladin of Mithras, god of contracts and brotherhood; LGn, Lvl. 3

-“Davven ‘Digger’ Hollysharp” [Robert A.S.]-male Faldine Halfling archaeologist (Tallfellow Rogue) from a pipeweed farm in Tarken; CGn, Age 45, Lvl. 3

-“Jovinda Halflight” [Sammy H.]-female Half-Elf (Grugach/Hifalendorin) Cleric of Mekkil, goddess of nature; owner of horse Wyth-Amoi, or “Wind Spirit”; NGl, Age 23, Lvl. 3

-“Kazuo Takenaga” [Taum D’A.]-male Nezumi (Rat-kin) Monk from the Zedu kingdom in the Therud Forest; LNg, Age 20, Lvl. 3

-“Asish Chen Ti” [Byron V.O./absent]-male Tsucharim human archer (Mongol-style Ranger), escaped from the kingdom of Gokuri; owner of Akita dog Genghis and horse Onimusha; NGl, Age 20, Lvl. 3

-“Favelhorn Riftbringer” [Dexter V.H./absent]-male Mountain Dwarf Summoner; CGn, Age 51, Lvl. 1

27 to 28 August 1229 B.C.E.:” After reporting to the authorities in the Hifalendorin (proto-Western European) human city of Nadwi, the adventuring party prepares to return north, to frontier villages threatened by Fey and Undead.

Most of the group compares notes over breakfast at the “Deer’s Heart” tavern in the Dagger District. Kovar expresses concern that the forces of evil are coordinating their attacks. To the east, the nefarious kingdom of Gokuri has dominated the barbaric Gusorin Confederation. To the south, the dreaded ghost fleet has sacked coastal cities, and to the west, the monsters of Zuromm have besieged the human kingdom of Saganim.

Digger and Jovinda agree that their immediate tasks are to the north — trying to find farmers who fled the haunted hamlet of Alarn and investigating the borderlands for mysterious mage Octavius Karstus. They and Kazuo also note that thwarting Vappu Lahja’s aggressive Centaur followers is a top priority.

In addition, Digger notes that different versions of the fairy tale regarding Vappu Lahja suggest that she might be the same person as the independent-minded woman once wooed by various princes two centuries ago. The tales aren’t clear on whether she was an outcast or a manipulator, and one suitor was from a family that’s still near the town of Kedetura.

Gawain continues his research into devils at the local Magisterium (magic school/library), and Asish practices archery and meets “Jade Xi” [Sammy/Non-Player Character] at the Arena of Arakkis. The two humans had expressed interest in heading southwest toward Saganim but are outvoted for now.

Their companions, meanwhile, go to the consulate of the Waletku kingdom of the Elves to meet with Lark Utbehule, a Sylvan Elf they had met during an audience with the city council. Green pennants flutter over the ivy-covered building.

Digger thanks Lark for taking his report of the threat posed by Vappu Lahja more seriously than some Hifalendorin aristocrats and soldiers on the council. She replies that King Ereval I in Alfhileno would be more concerned with Fey creatures turning to the Unseelie Court than with periodic raids on border communities.

Half-Elf Jovinda asks if there are trustworthy people to report to in the Wisalef Forest. Lark says that the Alfendi Rangers’ Guild, led by Gen. Aldarion Telcontar, will be most interested in what her team may find. As tokens of support, the Elves present each member with gifts [from the Pathfinder: Advanced Player’s Guide].

Lark gives scholarly Digger scrolls to help him learn Akkadian, Sanskrit, and Draconian. She gives Jovinda, a Cleric of Mekkil, goddess of nature, a Bottle of Messages. Kovar, a Paladin of Mithras, god of contracts, gets a Jurist enchantment for his shield, and Monk Kazuo receives a bar of Soul Soap to protect against mental control similar to that of Vappu Lahja.

The consul also gives a magical Catching Cape to Illusionist Gawain and a Campfire Bead to Ranger Asish. Somewhat reluctantly, Digger passes along Jade’s offer to help find highly placed agents of Vappu Lahja in Nadwi, for a price. Digger and company then go the art and antiques shop of Eligius near the market square.

Attentive clerk Lucian follows cheerful Jovinda and quiet Kazuo around the shop. When Digger mentions Octavius Karstus, Eligius tries to flee, but the nimble Rogue and burly Half-Orc corner the panicked merchant. He asks whether they’re assassins, but Digger and Kovar try to reassure him.

Eligius explains that Octavius Karstus had inquired about a parchment map drawn over an older chart. Both were of the area between the Plains of Sathendo, the Wisalef Forest, and the Ivory Mountains. Eligius initially declined, and his shop was broken into shortly thereafter. The tradesman hired an apprentice and tightened security rather than acquiesce to the mage’s demands.

Digger offers protection and analysis, and Eligius agrees, on the condition that the Paladin be the only one to stay with him until they meet again at midnight. After the others leave, Eligius takes Kovar through a trap door into a safe room hidden in Nadwi’s sewers. He has stashed the map and other artifacts but still fears discovery.

Stealthy Digger and Kazuo wait near the antiques store. Jovinda and Gawain go to a nearby pub for drinks. However, the Nezumi’s nose leads him and the Halfling to a grisly scene inside — Lucian is dead, with burns on his face!

Kazuo hears a falling roof tile and scrambles up a storm drain. Digger examines the scene, finding some signs of struggle but nothing removed. Gawain goes to notify Asish and the city watch, while Jovinda runs into the cobblestone streets to follow Kazuo and his quarry.

Leaping from rooftop to rooftop, Kazuo closes in on Lucian’s murderer. Jovinda sees them move around the market square, and Digger finds a hole in the ceiling and calls to Kovar through the trapdoor into the sewers. The wise holy warrior tells Eligius to stay put and promises to stay with him.

Kazuo grapples with his opponent, a reptilian humanoid. The assassin tries to butt heads and is struck by a Spiritual Weapon cast by Jovinda. Kazuo dodges the dragon-kin’s fiery breath and hits him with Stunning Fists.

Jovinda invokes Mekkil’s protection for Resistance from flames and climbs up a rough stone wall. Her staff-like Spiritual Weapon continues to hit the beast. Just as the Cleric gets to the roof, however, Kazuo and his foe roll off! The Monk acrobatically manages to evade being crushed, and the creature unfurls leathery wings.

Grugach Jovinda channels positive energy to heal Kazuo, who has been raked by the scaly folk’s claws. The Nezumi leaps up and grabs onto the assassin’s legs as he tries to fly away. They wobble into the night sky, and Jovinda contemplates firing at them after she safely slides off the roof.

Agile Kazuo climbs up the reptile-kin’s back and pummels him with his furry fists of fury. They drop again to the shadowy street, and Jovinda inspects the now-unconscious creature, which she and Kazuo recognize as being related to Gargoyles, Lizard Folk, Dragonborn, and Draconians. They drag their prisoner back toward Eligius’ antiques shop…

I hope that all of you had a good Memorial Day. Paul and Byron, thanks for checking in, and Paul and Beruk, it was good to see you at Monday night’s FATE 3e Starblazer Adventures: “Vortexspace opera. Thanks also to those who have updated their Player Character records and replied to the threads regarding tactics, multiclassing “Asish,” and party direction.

I look forward to seeing all of you online for our next virtual session on June 5. Also, note that June 19 is Father’s Day, so Rob and Byron, please let us know whether you’ll be available. Have a good week, -Gene

Latest “Vanished Lands” telecom team, Update T3.27 — Nadwi nobles

The northern frontier
The northern frontier

Fellow role-players, here is my update for Session T3.27 of the latest adventuring party in my “Vanished Lands” heroic fantasy campaign setting. The teleconferencing team met on Sunday, 22 May 2011, and has been using Pathfinder, Skype, and an online dice roller.

In one ancient world, there was a region where strange majicks and demihuman races thrived. After “Holy Steel‘s” journey to the distant empire of Khemet, another motley group gathered in the northwestern “Vanished Lands” to explore a world full of perils and wonders….

After meeting in the Wisalef Forest, an unlikely band of adventurers encountered the hostile Centaur followers of Vappu Lahja on the Plains of Sathendo and a haunted inn in Alarn before riding to Nadwi….

>>Telecom party Player Character roster, as of spring 2011:

-“Gawain Keary” [Paul J.]-male Saganim human Illusionist (proto-Celtic Wizard); NGc, Age 20, Lvl. 2

-“Kovar” [Beruk A.]-male Half-Orc/Saganim human Paladin of Mithras, god of contracts and brotherhood; LGn, Lvl. 3

-“Davven ‘Digger’ Hollysharp” [Robert A.S.]-male Faldine Halfling archaeologist (Tallfellow Rogue) from a pipeweed farm in Tarken; CGn, Age 45, Lvl. 3

-“Asish Chen Ti” [Byron V.O.]-male Tsucharim human archer (Mongol-style Ranger), escaped from the kingdom of Gokuri; owner of Akita dog Genghis and horse Onimusha; NGl, Age 20, Lvl. 3

-“Jovinda Halflight” [Sammy H.]-female Half-Elf (Grugach/Hifalendorin) Cleric of Mekkil, goddess of nature; owner of horse Wyth-Amoi, or “Wind Spirit”; NGl, Age 23, Lvl. 3

-“Kazuo Takenaga” [Taum D’A.]-male Nezumi (Rat-kin) Monk from the Zedu kingdom in the Therud Forest; LNg, Age 20, Lvl. 3

-“Favelhorn Riftbringer” [Dexter V.H./absent]-male Mountain Dwarf Summoner; CGn, Age 51, Lvl. 1

27 August 1229 B.C.E.:” After several days in Nadwi, the adventuring party receives a summons to appear before the Hifalendorin (proto-Western European) human city’s ruling council.

Gawain and Digger continue their research into devils at the local Magisterium (magic school/library) and linguistics and history at the civic library, respectively. The scholars hope to determine the true nature and intent of the mysterious Vappu Lahja and mage Octavius Karstus.

Asish hopes to meet “Jade Xi” [Sammy/Non-Player Character], but Digger warns that his former classmate and rival is not to be trusted. Both Asish and Gawain seem smitten with the attractive young woman, but they agree to curb their tongues. Kazuo trains with Hans Jeffers at the Arena of Arrakis.

Before their audience at the palace, Kovar and Jovinda go to the temple of Otih, lord of the sun and justice. At the barracks-style building, they tell human priest Sibelus Pirandor about the haunted hamlet of Alarn north of Nadwi. The Cleric (who first thinks that a Half-Orc and a follower of Mekkil, goddess of nature, are out of place) compares notes on Otih and Kovar’s patron, Mithras, deity of contracts and brothers in arms.

Sibelus refers them to Sir Daramor Helios, who orders his squire to prepare for an immediate departure. Satisfied, Kovar and Jovinda rejoin their companions, change clothes, and go to the palace. Royal and city guards in chain armor and blue surcoats hold halberds, and scribes and supplicants fill the outer corridors.

In a great hall, the adventurers introduce themselves to representatives of Nadwi’s nobles, merchants, and spellcasters. Gen. Sixtus Aurelias of the Hifalendorin army and Lady Elaine Valis are skeptical of their report of Vappu Lahja gathering an army of hostile Centaurs near the town of Kedetura.

However, Sir Rodrigo Adelmo of the city watch and Quelanthi (High Elf/Eladrin) Lady Ingrid Sufeliastra of the Magisterium verify Jovinda’s testimony of Fey mischief in Alarn. Sigmund Balard, the Halfling master of the gates, expresses concern to curious Digger about the decline in trade between Hifalendor and the Waletku kingdom to the north.

Lord Mayor Clobard Thudoric tells Ranger Asish that he is reluctant to commit resources to investigating threats out on the Plains of Sathendo, but Sylvan Elf merchant and consul Joella Kylikki offers the party a stipend. Upon learning from Kovar that knights of Otih have already departed, Pater Aldric and Lady Lara Maxiope vow that Paladins of Urda, lord of the sky, will also be dispatched.

Prince Andre de Giles, cousin to King Akkon XII in Hesolin, looks to aged Sir Mador Basored and Saganim loremaster Duncan Teague for counsel. When Jovinda repeats her request for aid, the prince notes that the Elves have offered gold, the Paladins plan to cleanse Alarn of Undead, and the city guard will send messengers to communities warning of the Centaurs.

He and the other aristocrats are still reluctant to believe that Vappu Lahja, who shares a name with a fairy tale character, poses a danger to their constituents. The wanderers are dismissed and plan to follow up with various demihumans later. Back at the “Deer’s Heart” tavern in the Dagger District, Digger and friends are surprised to find Jade waiting for them!

The Shengtese/Saganim woman offers information about agents of Vappu Lahja in the city for a price of 10 crowns (gold pieces). After some haggling, Kovar firmly turns her down, saying that Jade should share the names as a show of good faith. She replies that she’ll be around if Digger, Asish, or others need her, but she’ll take her business elsewhere.

Potential quests to weigh include returning to Alarn to search for refugees, Digger’s real estate inquiry for Octavius Karstus and scouting of ruined border forts, the besieged kingdom of Saganim as described by Asish, Jovinda’s search for her father, and missing gladiator Marcus (predecessor to Kazuo at the ludus)….

I hope that everybody enjoyed the latest game, despite numerous distractions. I know I’ve provided a lot of names to keep track of, but I hope that these notes and our Skype records will help. Good luck as your characters sort out missions and get ready to leave Nadwi!

Sammy and Taum, I’m glad that you were both able to join us from Denver, and congratulations on your engagement! Paul and Beruk, note that Team 2 for the FATE 3e Starblazer Adventures: “Vortexspace opera is scheduled to meet on Memorial Day. Rob, I hope that Ethan becomes more manageable, and Byron, I hope the tornadoes didn’t affect too many people near you.

Also, please remember to post to the Google Groups message board between virtual sessions regarding character questions, planning, and scheduling. Other than Paul, I look forward to seeing each of you online next Sunday, May 29! -Gene

Divesting from D&D

BECMI boxed set
The first edition I played

As part of the aforementioned spring cleaning, I’ve now sold most of my books for Dungeons & Dragons Fourth Edition. It’s the first time in nearly 30 years that I’m role-playing but not using the latest edition of that game. (I still have lots of books from prior editions.)

I’ve been an early and enthusiastic adopter of past editions of D&D, including moves from the boxed sets to AD&D1 back in high school in the early 1980s, from AD&D1 to AD&D2 in college, and from AD&D2 to D&D3.0 and 3.5 (and the D20 Open Game License in general) in the early 2000s. Each new version had clearer rules, stronger support in terms of published supplements, and a larger fan base than its predecessors. I’m surprised to now find myself sympathizing more with the grognards.

In 2009, I used D&D4e for the “Faith-Based Initiative” team in my long-running “Vanished Lands” homebrew fantasy setting. The rules set worked well enough for a time, but more than half of the eight gamers soon became disenchanted, mirroring a schism in the larger community.

Some of the problems were stylistic. As a Dungeon Master accustomed to “sandbox“-style settings, in which the Player Characters are free to pick quests and explore a world in any direction, I clashed with those who expected every encounter or challenge to be appropriately scaled to the adventuring party’s power/experience level, as D&D4e encourages.

In my previous campaigns, if low-level adventurers found a monster like a dragon, they ran or hid. In D&D4e, some would either express shock at the unfairness of such a battle or doggedly fight until all opposition (and possibly some of their own company) was dead. I’ve become stingier with treasure and prefer slower advancement than in most published modules.

It’s true that I and other people didn’t master the D&D4e’s subtleties as quickly as a few in the group, and I grew impatient with combat scenes that dragged on for nearly as long as similar scenes had in earlier editions. D&D4e’s emphasis on tactical maneuvering, collectible miniatures and cards, and balanced powers was different from games that focus on nonstatistical character development, narrative storytelling, and varying “sweet spots.”

For example, Fighters used to be more important relative to other archetypes/occupational classes at lower levels, while Wizards came into their own at higher levels. In addition, I and some other Game Masters prefer scenarios between third and eighth levels, when characters are tough enough to survive some battles but still had more gritty or realistic concerns, like keeping their horses fed, than leading armies or slaying gods.

D&D4e sought to eliminate intraparty imbalances across levels, but it also made every combat maneuver resemblebutton mashing” common to multiplayer online games, with every attack from a weapon or a spell resulting in predictable outcome of some damage and a move. I’m more interested in spontaneous character interaction than crunching numbers, but other G.M.s are definitely better at providing interesting combat scenes than me.

Noncombat skills, which proliferated in AD&D2 and D&D3.x, were pared back. Sure, an ambitious character who wanted to become a warlord still could administer a fiefdom in D&D4e, but it could require creative role-playing only recently supported by the official rules, and an inexperienced gamer wouldn’t necessarily even know of an option other than striving for demigodhood at Level 30.

To be fair, D&D4e eliminated some of the “min-maxing” and numerous inconsistencies, but I think it also lost some flexibility and seemed less connected to its literary inspirations, such as the works of J.R.R. Tolkien, Jack Vance, and Fritz Lieber. The weird and unpredictable magic, bizarre creatures, and character vulnerability of early editions of D&D are in marked contrast to powers and “exception-based” rules. See the excellent Vornheim for the retro-clone Lamentations of the Flame Princess for a return to the days when adventuring could be scary fun.

The D20 renaissance of the early 2000s showed that a relatively complex system could be used for a variety of styles and genres, from gritty sword and sorcery to high fantasy and from steampunk to superheroes to space opera. Wizards of the Coast’s missteps with its third-party licensing, publishing of PDFs, and online tabletop also contributed to the D20 vs. D&D4e “edition wars.”

Unfortunately, a early lack of support for third-party publishers and the more restrictive Game System License, the successor to the OGL, has limited the diversity of worlds using D&D4e in comparison with D20. Just as role-players moved from AD&D2’s “code bloat” to White Wolf’s Storyteller: World of Darkness in the 1990s, so today some gamers are moving to lighter systems such as FATE rather than play D&D4e.

The D&D Essentials product line has addressed some of the confusion by compiling rules into affordable softcover books, and the D&D Insider (DDI) makes errata and character generation tools available through a digital subscription. If the DDI had provided a virtual tabletop as quickly as initially promised, I might even still be running or playing D&D4e now instead of Pathfinder and FATE. Ultimately, every role-player, Game Master, and group has to find the system that suits them best. I don’t expect debate to die down, but what works best for you?

Coming soon: More on genre TV, retro games, and current campaigns!

Latest “Vanished Lands” telecom fantasy team, Update T3.26 — Comparing notes

Pathfinder image
Fantasy RPG

Fellow role-players, here is my update for Session T3.26 of the latest adventuring party in my “Vanished Lands” heroic fantasy campaign setting. The teleconferencing team met on Sunday, 8 May 2011, and has been using Pathfinder, Skype, and an online dice roller.

In one ancient world, there was a region where strange majicks and demihuman races thrived. After “Holy Steel‘s” journey to the distant empire of Khemet, another motley group gathered in the northwestern “Vanished Lands” to explore a world full of perils and wonders….

After meeting in the Wisalef Forest, an unlikely band of adventurers encountered the hostile Centaur followers of Vappu Lahja on the Plains of Sathendo….

>>Telecom party Player Character roster, as of spring 2011:

-“Gawain Keary” [Paul J.]-male Saganim human Illusionist (proto-Celtic Wizard); NGc, Age 20, Lvl. 2

-“Kovar” [Beruk A.]-male Half-Orc/Saganim human Paladin of Mithras, god of contracts and brotherhood; LGn, Lvl. 3

-“Davven ‘Digger’ Hollysharp” [Robert A.S.]-male Faldine Halfling archaeologist (Tallfellow Rogue) from a pipeweed farm in Tarken; CGn, Age 45, Lvl. 3

-“Jovinda Halflight” [Sammy H.]-female Half-Elf (Grugach/Hifalendorin) Cleric of Mekkil, goddess of nature; owner of horse Wyth-Amoi, or “Wind Spirit”; NGl, Age 23, Lvl. 3

-“Kazuo Takenaga” [Taum D’A.]-male Nezumi (Rat-kin) Monk from the Zedu kingdom in the Therud Forest; LNg, Age 20, Lvl. 3

-“Favelhorn Riftbringer” [Dexter V.H./absent]-male Mountain Dwarf Summoner; CGn, Age 51, Lvl. 1

-“Asish Chen Ti” [Byron V.O./absent]-male Tsucharim human archer (Mongol-style Ranger), escaped from the kingdom of Gokuri; owner of Akita dog Genghis and horse Onimusha; NGl, Age 20, Lvl. 3

26 to 27 August 1229 B.C.E.:” After a few days in the Hifalendorin (proto-Western European) human city of Nadwi, the adventuring party takes a break from training to compare notes over dinner. Asish is absent because he had gone out with “Jade” [Sammy H./Non-Player Character] and then to the temple of Ulandt, lady of rest. Digger had already met Clerics Sylvia Cloudtree and Nidra there.

Gawain notes that an enchanted amulet that Vappu Lahja had given should soon arrive by courier, and Kovar explains that he has been working at the smithy of Dwarf Yohann Karsh. Jovinda reminds her companions of their promise to Nelly O’Keefe, priestess of Yondolla, to help find the farmers who had fled from the haunted hamlet of Alarn.

Digger complains that he needs more money to fund his research, and he proposes an expedition to long-abandoned border forts built by King Memir I of Hifalendor. The ruins could be of historical value and provide clues about the Fey followers of Vappu Lahja, says the Halfling scholar.

In addition, Davven says, the fortifications are near the villages of Evesboro and Tarken. The Rogue’s original mission to get a map of the area from merchant Eligius on behalf of mage Octavius Karstus could still be accomplished.

Kovar inquires about Marcel, an associate of Karstus in Nadwi. He learns from Yohann that the stonemason is respectable, if not particularly trustworthy. The Half-Orc Paladin of Mithras, god of contracts, agrees to go with Jovinda to the temple of Otih, to see if holy warriors will cleanse Alarn from Undead.

Kazuo returns to the Arena of Arakkis, where he had bested Shengtese Kensai [eastern human swordsman] Kezui Ochima. The Nezumi (rat folk) Monk finds a cigar-chomping lanista (gladiator trainer) named Hans Jeffers who eventually admits him to his ludus (gladiator school) after assessing his capabilities and unarmed fighting style.

While sparring with burly farmboy Dalan, Kazuo learns that his predecessor Marcus recently disappeared. The martial artist makes discreet inquiries around the ludus and finds that Marcus is known to be pious, predictable in his habits, and unlikely to go to the arena at night. However, Marcus was seen visiting the arena and temples late shortly before disappearing.

The next morning, Gawain and Digger walk from the “Deer’s Heart” tavern in the Dagger District to the local Magisterium (magic school/library). The Illusionist and Rogue discuss mutual interests in linguistics, the planes of existence, and architecture and haggle with booksellers on the way. Their conversation is interrupted by the arrival of Jade.

Digger exchanges barbs with his former schoolmate at the Royal Academy in Alfhileno, and Gawain avoids taking sides. The young woman admits some past indiscretions and reveals that she’s also trying to find out about Vappu Lahja, even though Digger and Gawain haven’t mentioned her! They plan to meet back at the inn and talk to a certain Tsucharim Ranger later.

Jovinda returns to the shop of Gnome toymaker and silversmith “Pip…” to inquire about her father. Pip says a Gnome tinkerer traveling with a human would be a rare partnership. The Cleric of Mekkil, goddess of nature, plans to meet Kovar at the temple of Otih, lord of the sun and justice, as their companions wait for a summons to report to Nadwi‘s city council….

Please post to the message board if I left anything out and to plan and role-play between our virtual sessions. Byron, we missed you, and I hope that Cindy (and Susan and Linda) had a nice Mother’s Day! While the FATE 3e Starblazer Adventures: “Vortex” space opera will be meeting on May 16, the “Vanished Lands” group is skipping a week because of Damon F.P.’s visit and a cookout.

We’ll reconvene on May 22, but Sammy and Taum may be absent. I don’t know yet if we’ll game during Memorial Day weekend, and in the meantime, don’t forget to contribute to the ongoing threads about potential missions, whether to continue using Google Groups, and treasure. Have a good week, -Gene

Latest “Vanished Lands” telecom team, Update 25: Flirting with danger

Arena of Arrakis in Nadwi
Classical arena

Fellow role-players, here is my update for Session T3.25 of the latest adventuring party in my “Vanished Landsheroic fantasy campaign setting. The teleconferencing team met on Sunday, 1 May 2011, and has been using Pathfinder, Skype, and an online dice roller.

After meeting in the Wisalef Forest, an unlikely band of adventurers encountered the hostile Centaur followers of Vappu Lahja on the Plains of Sathendo….

>>Telecom party Player Character roster, as of spring 2011:

-“Gawain Keary” [Paul J.]-male Saganim human Illusionist (proto-Celtic Wizard); NGc, Age 20, Lvl. 2

-“Kovar” [Beruk A.]-male Half-Orc/Saganim human Paladin of Mithras, god of contracts and brotherhood; LGn, Lvl. 3

-“Davven ‘Digger’ Hollysharp” [Robert A.S.]-male Faldine Halfling archaeologist (Tallfellow Rogue) from a pipeweed farm in Tarken; CGn, Age 45, Lvl. 3

-“Asish Chen Ti” [Byron V.O.]-male Tsucharim human archer (Mongol-style Ranger), escaped from the kingdom of Gokuri; owner of Akita dog Genghis and horse Onimusha; NGl, Age 20, Lvl. 3

-“Jovinda Halflight” [Sammy H.]-female Half-Elf (Grugach/Hifalendorin) Cleric of Mekkil, goddess of nature; owner of horse Wyth-Amoi, or “Wind Spirit”; NGl, Age 23, Lvl. 3

-“Kazuo Takenaga” [Taum D’A.]-male Nezumi (Rat-kin) Monk from the Zedu kingdom in the Therud Forest; LNg, Age 20, Lvl. 3

-“Favelhorn Riftbringer” [Dexter V.H./absent]-male Mountain Dwarf Summoner; CGn, Age 51, Lvl. 1

25 to 26 August 1229 B.C.E.:” After a few days in the Hifalendorin (proto-Western European) human city of Nadwi, the adventuring party continues gathering information and weighing options for missions. Curious Gawain and Digger spend most of their time at the libraries of the Magisterium (magic school), palace, and various temples.

The Wizard hopes to learn more about the mysterious Vappu Lahja and mage Octavius Karstus, while the Halfling scholar studies local lore, geography, and ancient languages. Kovar and Jovinda walk down Mercantile Row, where they find the smithy of Hill Dwarf Yohann Karsh.

The gruff metalworker is surprised to find a Half-Orc and an Elf, but he welcomes them just the same. Kovar explains that he wants to learn about forging high-quality armor and weapons but has little money. Yohann agrees to begin teaching the Paladin of Mithras his trade in return for help around the shop. Jovinda is fascinated by the smithy’s water and wind-driven machinery.

Meanwhile, Asish and Kazuo go to the Arena of Arrakis, where they watch young archers finish the morning’s practice. Among the people readying wooden practice weapons are a Hifalendorin woman, a Dragonborn (reptile woman Tu’Rokk) gladiator, and a Shengtese Kensai (eastern swordsman).

Young Asish notices an attractive woman of Shengtese and Saganim descent, and he asks Kazuo to buy some dumplings from the Halfling vendors/bookies working the bleachers. Jade Xi introduces herself, and the smitten Ranger soon learns that she has already met Gawain and Kovar and is an old classmate of Digger’s! He tells her of his own travels. (Somewhere, an archaeologist cries out in pain….)

Down on the sandy arena floor, Kylea Draconda [Taum/Non-Player Character] faces off with Kezui Ochima [Beruk/N.P.C.]. The Hifalendorin and Shengtese humans spar with quarterstaffs as the scattered audience cheers. Eager to prove himself, Asish ignores wise Kazuo’s caution and enters the competition, wearing a bracelet from Jade.

The Tsucharim scout challenges Kezui, who picks the shinai over the bo-ken. Although Asish does strike the Kensai once, Kezui makes quick work of him with three hits, as Kazuo and Jade chat in the stands. All four easterners find that they are equally strangers in a strange land.

Somewhat humbled, Asish dusts himself off and returns to Jade, and Kazuo goes to challenge Kezui. The Nezumi Monk fares better than his companion, both with the shinai and unarmed grappling, earning the Kensai’s respect.

Jade agrees to watch Asish participate in a demonstration of mounted archery the next day, and Kazuo and Kezui part as honorable (if not particularly tactful) opponents. Elsewhere in the city, Jovinda and Kovar find the shop of a Gnome named “Pip….” surrounded by ringing wind chimes, tin pinwheels, and other shiny artwork and gadgets.

Burly Kovar steps gingerly into the store, but Jovinda gets a windup bird caught in her feathered hair. Pip rides to them on bulldog Bruce and talks about his silver and clockwork wares. The Cleric of Mekkil asks for help locating her tinker father, and Pip says that he’ll look at his piles of correspondence.

Asish asks tanner Beredoc to save scraps of the unusual hides he’s using for barding to give to Gawain for magical scrolls. The Ranger also names the team’s mules “Miso,” “Basan,” and “Kishin” after eastern monsters and offers to take Jovinda to Saganim consul Lady Megan McDonnel to learn more about her missing father.

Jovinda, Asish, Kazuo, and Gawain meet at the “Deer’s Heart” tavern to compare notes over dinner. The wanderers are also waiting for an audience with the city council about the haunted village of Alarn to the north and the threat posed by Vappu Lahja’s Centaur followers….

If I left anything out of this update, please post to the Google Group message board for Rob, Paul, and Dexter. Rob, thanks again for your patience, and I hope you’re feeling better! Byron, I’m sorry that you’ll be missing our next game on Mother’s Day, but please give Cindy our regards!

Also, everyone should update their Player Character records and let me know your availability for Memorial Day weekend. Beruk and Paul, I’ll see you at Team 2’s FATE 3e Starblazer Adventures: “Vortexspace opera session. Have a good week, -Gene