D&D5e “Vanished Lands” F2F nautical Session 41.3

Fellow role-players, here is my update for Session 41.3 of our face-to-face D&D5e game, which Drew & Divya S. hosted in Needham, Mass., on Monday, 15 June 2015:

In one ancient world, there was a place where strange majicks and demihuman racesthrived. 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.

Sometime after a group of former circus performers wandered aboard the airshipZephyr and a team of diplomatic escorts fought chaos in Tong Sheng, past heroes reunited, and another band gathered on the Sea of Nagendwa….

Initial Player Character roster for Gene D.’s “Vanished Lands” nautical campaign, using Dungeons & Dragons Fifth Edition, as of summer 2015:

  • Kamar Alazar [Beruk A.]-male Suthern human swashbuckler (proto-Arabic Bard) and former member of the “Liberators” and “Dragonslayers”; CG, Lvl. 1
  • Nuriel Earendil [Brian W.]-male Grey Elf acolyte of light (Cleric of Corellan Larethian); NG, Lvl. 1
  • “Kaelen Northsea” [Bruce K.]-male Half-Elf scout (Sylvan/? Ranger), seeking his father; NG, Lvl. 1
  • Eldamir Tempestborn [Rich C.G.]-male Atlantean human soldier (Theran/Minoan Barbarian), tattooed member of the Order of the Kingfisher, specialist in the net and trident; CG, Lvl. 1
  • “Barret” [Drew S.]-male Minotaur wrestler and gladiator (Fighter) with a crossbow; LG, Lvl. 1
  • Puliarus Aearion [Charles S./absent]-male Half-Elf sage (Thalassaquendi storm Sorcerer), seeking to befriend all; CN, Lvl. 1

Backup characters:

  • “Ludovico ‘Ludo’ Rosso” [Beruk A.]-male human ex-gladiator (Monk; see Bruce K.’s Pathfinder: Eberron/Reign of Winter); LN, Lvl. 1
  • “?” [Brian W.]-male Hifalendorin (proto-Western European) human Fighter, pragmatist; LN, Lvl. 1
  • “?” [Sara F.]-female ?; NG, Lvl. 1
  • “Drogan” [Bruce K.]-male Half-Orc (Saganim) Barbarian, with a great sword; CN, Lvl. 1
  • Sebastian Leafsworn [Rich C.G.]-male Sylvan Elf Monk and sage, with forbidden lore; LG, Lvl. 1
  • “Vasco” [Drew S.]-male clockwork butler (Warforged), former member of theZephyr ’s crew, displaced in time and space; LN, Lvl. 1
  • Antoun Miner [Charles S.]-male Hill Dwarf Druid, healer curious about the sea; TN, Lvl. 1

“3 October 1227 B.C.E.:” The would-be adventurers consulted with the grieving parents of a young pirate, as well as with a local wizard before following an old map to some barrow mounds. They encountered a loud Bunyip on the way and found a strange portal in the tombs.

Meanwhile, back in the Saganim (proto-Celtic) human town of Drunstimlos, Nuriel ends his reverie and searches for his newfound companions at the “Sailor’s Climb” pub. Instead, the Grey Elf meets Cassy, an Otter-kin who says she saw them hiking north. The duo sets out after the motley crusaders.

Kaelen and Eldamir are worried when Kamar, Barret, and Puliarus step through the magical doorway into what appears to be a pleasant glade. They shrug in resignation and pursue them, just as Nuriel and Cassy catch up.

Nuriel is also entranced by the flowers, trees, and butterflies, which Kaelen, Eldamir, and Cassy perceive as more sinister. They spot a pirate’s bones. A small figure with a large nose peers out at the newcomers from behind a gnarled branch, and Cassy circles around to surprise him.

Small fey
Kilmoulis

The Kilmoulis welcomes the visitors to Tir na nOg, or the “Otherworld.” He whistles, and more diminutive Fey appear. They offer to take the team to meet their “larger cousins,” whom Nuriel identifies as Sidhe, kin of the Elves.

Cassy, Kaelen, and Eldamir politely decline and manage to get the group back to the portal and the tunnels beneath the barrows. Minotaur Barret takes the lead, followed by Cassy and Kaelen.

Kamar and Nuriel follow, with Eldamir and Puliarus bringing up the rear. HumansKamar and Eldamir light torches, and Nuriel coaxes his enchanted crystal into glowing. The spelunkers pass stairs and backtrack to an intersection near where they entered.

They then enter a long passage with three pairs of alcoves. Barret notices that the metal torch sconces aren’t rusted, despite being centuries old. Cassy scampers onto his shoulder for a closer look.

The Rogue suggests that they could open a hidden door, so the burly gladiator grabs one on each side of the hallway. The floor drops out, revealing a pit with spikes! Cassy hangs onto Barret, who hangs onto the sconces.

Kamar and Kaelen look 15 feet down into the pit, whose spikes are coated with grease or poison. The Bard and Ranger also see the skeleton of an unlucky grave robber. Cleric Nuriel uses Thaumaturgy to detect magic but senses none.

Barbarian Eldamir and Sorcerer Puliarus throw a rope, which Cassy uses to secure Barret and herself. Barret then jumps to the far side of the pit, while Cassy lowers herself into it. Kamar carefully joins her, and they retrieve an antique sword and a few intact arrows.

They then spike the trapdoor shut and follow Barret. The Fighter points out a pair of statues, and Cassy checks for more traps but finds none. At the third set of alcoves, the explorers decide to leave the (empty) suits of old armor alone.

The tunnels fork again. To the right (south) is some rubble, and the north passage leads to stairs down into a burial chamber. Three limestone sarcophagiare in the center, and each wall has more doors.

Nuriel and Barret are uncomfortable when Kamar and Kaelen use crowbars to look inside one sarcophagus. They find the remains of a blond chieftain clutching a long sword and wearing many rings. Cassy and Puliarus watch the doorways.

One exit leads to a corridor choked with webs, and another leads to more stairs down. The party descends and finds another crypt. Six skeletons attack with bronze blades!

Undead tomb guardians
Skeletal warriors

Quick-thinking Cassy rolls marbles down the stairs in an effort to slow the Undead. Bodyguard Eldamir steps in front of Nuriel, who readies his light crystal. Kaelen and Barret replace the lid of the sarcophagus and draw weapons.

Kamar readies True Strike but doesn’t have a clear line of sight in the staircase. Puliarus holds a lantern and stays on rearguard. Cassy slips into the shadows, while Eldamir rages and charges with his trident.

Kaelen destroys one skeleton, and Nuriel falls back with Puliarus. Kamar grabs a crowbar and maneuvers, as Barret moves to aid Kaelen. The skeletons hit Kaelen and knock Kamar unconscious. The group glimpses a man in black robes laughing in the crypt beyond.

Cassy switches to her rapier, and enraged Eldamir destroys two skeletons. Kaelen finishes two more, while Nuriel revives unlucky Kamar. Barret advances to reinforce Eldamir, but one skeleton injures Kaelen.

The Necromancer summons six more skeletons. Eldamir charges through them to the enemy spellcaster. Kaelen and Barret hold the stairs, as Kamar heals the Half-Elf. Nuriel tosses his crystal into the room.

One skeleton hits its ally rather than Eldamir, but another strikes the Atlantean. The Saganim human Necromancer casts at Eldamir, but he successfully resists. Barret gores and bashes the monsters in his way, and Cassy scores some hits at the top of the stairs.

Eldamir drops his rage and casts a net over the Necromancer, immobilizing him. Kaelen destroys another Undead with his swords, and Kamar gives Barret anInspiring Word. Nuriel casts Prestidigitation and steps forward, hitting two foes.

The unquiet dead wound Eldamir and Cassy, but the Necromancer is unable to get free from the net. Barret gets his Second Wind and smashes two more skeletons.

After a few tries, Eldamir manages to knock down the Necromancer, whom he then pummels. Kamar destroys a skeleton, and Nuriel finishes Kaelen’s two opponents. Cassy and Barret take care of the last skeletons.

Eldamir, Kaelen, and Kamar search and interrogate the Necromancer. Morgwyn says that he was conducting research and that he has friends in a manor outside of Drunstimlos.

Nuriel recognizes the holy symbol of Gheket, mistress of dark magic, and Barret recalls that one of the maps they got from Fr. Gwydion at a decrepit temple of Addoh showed a house on a hill surrounded by water. It also showed signs of bandits and sorcery.

The party plans to pass on some of those maps to Cmdr. Perry Maxwell as a condition of employment aboard the H.M.S. Dauntless. Barret mentions that he has memorized them.

The wanderers debate over whether to continue exploring the barrows or to return to town in time to catch the Dauntless. They eventually decide to leave the tombs for later and to bring Morgwyn to the local authorities….

Welcome back, Sara, to our face-to-face games! Charles, we missed you this past Monday, but I’m glad that you were able to meet more people at Bruce’s fun cookout last weekend.

Don’t forget to upload your new (and backup) characters to Obsidian Portal if you haven’t already. Also, reemember that the D20/FATE “Vanished Lands: A New Dawn” telecom team won’t be meeting this coming Sunday because of Father’s Day.

I look forward to continuing our adventures, as well as to seeing some of you at Brian S.‘s place for next Monday’s session of Jason E.R.’s “Star Wars: Dark Times!”

“Vanished Lands: A New Dawn” Session 40.44 — The Reaping

Fellow role-players, here are my notes for “Vanished Lands” Session 40.44, which was held on Sunday, 14 June 2015:

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 AD&D1/D&D3.0 Oriental Adventures, Pathfinderand FATE 3e Legends of Anglerre, plus house rules, Skype, and an online dice roller, as of spring 2015:

  • 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 (eastern Grey Elf) merchant; with a young wyvern Niruth; LNg, Lvl. 10
  • 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; with talking horse Yip; LNg, Lvl. 10
  • Toshiharu ‘Toshi’ Sembutsu [Byron V.O.]-male Shan Sao Wu Jen (eastern Halfling Wizard) with tiger companion Amaya and a destiny; NGc, Lvl. 10
  • Ember Talon [Sara F.]-female Crane Hengeyokai Wu (shapeshifting Druid), actually a young gold dragon banished from the Celestial Court; NGl, Lvl. 10
  • Soske’ Tiatoshe [Geoff C./absent]-male Shengtese Tian Shukenja (eastern human Cleric), priest and animist from the Phoenix Clan, prophesied to do great things but plagued by family and ancestor spirits; LNg, Lvl. 10
  • Saigo Kasugi [Bruce K.]-male Bamboo Spirit Folk Samurai (eastern Sylvan Elf Cavalier) discreetly serving his daimyo; LNg, Lvl. 10
  • Tokoro Gawa [Drew S./departed]-male carp Hengeyokai Hulinyuan (amphibious shapeshifting Ranger) seeking to protect streams; with otter companion Mala; CGn, Lvl. 10

“16 to 20 August 1227 B.C.E.:” The travelers hiked deeper into the Bamor Mountains while hunting a dangerous dragon. On the way, they passed poor Korobokuru (eastern Dwarven) hamlets, met honorable mercenaries, and fought aquatic daemons.

The former diplomatic escorts discuss their mission for Hou Keung, the Korobokuru daimyo and ruler of the Zedu kingdom. Jung-Mo recalls Nannuattan tales of rare shadow dragons lurking in the Underdark.

As they approach the village of Hei Kuan at the northern edge of the Therud Forest, Sonny wonders how to engage minions of the chaotic drake. Toshi recommends using previous cover identities and asking if anyone knows Zhu Xiaoping, an infernal inquisitor they defeated near the Chieng Hsien Stream on the eastern Plains of Sathendo.

Saigo recommends using previous cover identities, and Ember agrees to pose as bait if needed to draw out the dragon’s spies. Soske’ isn’t worried about finding enemies, only about how and when to fight them.

Disguised as merchant “Xiaoming Chida” and his daughter “Jinsong Chida,” Jung-Mo and Ember, respectively, enter Hei Kuan’s busy market. As guard “Nobuto,” Sonny watches River Spirit Folk (eastern Grey Elves) and Shengtese humans unload boats at the headwarters of the Hei Kang River.

Eastern river village
River trade

The trio meets Kaji Kiyoshi, a Korobokuru blacksmith who mentions the Karitori Matsuri, or “Reaping Festival.” He agrees to trade weapons with “Xiaoming.”

As herbalist “Tiye Akamoto,” Toshi finds the “House of the Glowing Carp.” Saigo accompanies him as Ronin “Shiraso Takadashi,” while Soske’ poses as soothsayer “Shishi” and guards the team’s animals.

At the tea house, “Tiye” and “Shiraso” talk with attractive geisha Miyamoto Narumi. She mentions Shiomi Romi, a priestess of the Path of Order who knows some alchemy.

The infiltrators later regroup at the Mastical Inn at the edge of town. They pay 40 tael (20 gold pieces) for one night because of demand around Karitori Matsuri.

Nannuattan Jung-Mo identifies some coins for Shan Sao Toshi as coming from the Empire of Gokuri. Shengtese human Sonny chats with his steed Yip on what they have observed so far.

Hengeyokai Ember checks with Shengtese Soske’ on the state of the horses, tiger, and wyvern. Bamboo Spirit Folk Saigo plans to spend 3,000 tael (1,500 g.p.) on potions of Resist Acid and Fire.

Toshi and Ember volunteer to scout from overhead in bird form. The Wu Jen and Druid tell the others to rendezvous at the House of the Glowing Carp.

Jung-Mo and Saigo resume their disguises and stealthily approach the center of town as night falls. The Ninja and Samurai both have Invisibility as a backup. Kensai Sonny, however, walks directly to the reaping festivities.

Kenmotsu Masashi, Hei Kuan’s mayor, gives a brief speech. The Bamboo Spirit Folk (eastern Sylvan Elf) is joined on a dais by a man with a panther head. Jung-Mo asks a bystander what happens after the surprisingly raucous celebration and learns of a procession out into the woods.

In the crowd, Sonny recognizes Seng Ying Hu from the Daidoji House of the Crane Clan. The Shengtese (East Asian) human was involved with the disgrace of Sonny’s house in the Lion Clan. The Monk talks with other courtiers.

Toshi watches as fellow Shan Sao (eastern Halflings), including a Sohei with a large mace, carousing. Ember notices a strange-looking woman, so she and Toshi follow her. They eventually spot the tails of a Kitsune, a mischievous fox woman. Endo Mayumi makes sure that the townsfolk stay drunk, leading Toshi to conclude that she may be an agent of the chaos dragon.

Jung-Mo, Sonny, and Saigo follow the throng that parades out of the village, while Toshi, Saigo, and Soske’ watch those who remain. The Shan Sao, Spirit Folk, and human peasants carry torches and lanterns as they stagger along a northward trail.

Saigo spots reptilian humanoids shadowing the crowd in the fields on either side. Jung-Mo peers through the darkness at a pagoda ahead and sees a 12-foot-tall creature with three eyes, greenish scales, a bull’s horns, and four arms.

Swift Jung-Mo throws a flash pellet to briefly illuminate the Zokujin, and Saigo boldly draws his weapons and shouts for people to return to the village.

Still in bird form, Toshi spots Jung-Mo’s flare, and he signals fellow shapeshifter Ember that they have to leave the village to help their friends…

Ancient Osaka
Between the Bamor Mountains and the Therud Forest

After several months, it was good to get back to this adventuring party! I look forward to wrapping up this scenario in the next session or two, and I hope that we’ll be able to start on time next time.

Thanks again, Bruce, for hosting a fun cookout! Remember that we won’t be meeting virtually next weekend because of Father’s Day. We’ll try a Google+ hangout on Sunday, June 28.

In the meantime, remember to review your characters for this and the D&D5e groups. I look forward to seeing some of you at upcoming nautical and “Star Wars: Dark Timesgames.

D&D5e “Vanished Lands” Session 41.2 — Motley crusaders

Fellow role-players, here is my update for Session 41.2 of our face-to-face D&D5e “Vanished Lands” game, which Drew and Divya S. hosted in Needham, Mass., on Monday, 1 June 2015:

In one ancient world, there was a place 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.

Sometime after a group of former circus performers wandered aboard the airship Zephyr and a team of diplomatic escorts fought chaos in Tong Sheng, past heroes reunited, and another band gathered on the Sea of Nagendwa….

Initial Player Character roster for Gene D.’s “Vanished Lands” face-to-face nautical campaign, using Dungeons & Dragons Fifth Edition, as of summer 2015:

  • Kamar Alazar [Beruk A.]-male Suthern human swashbuckler (proto-Arabic Bard) and former member of the “Liberators” and “Dragonslayers”; CG, Lvl. 1
  • Nuriel Earendil [Brian W.]-male Grey Elf acolyte of light (Cleric of Corellan Larethian); NG, Lvl. 1
  • “Cassy Keelnipper” [Sara F./absent]-female Otter-kin Rogue; NG, Lvl. 1
  • “Kaelen Northsea” [Bruce K.]-male Half-Elf scout (Sylvan/? Ranger), seeking his father; NG, Lvl. 1
  • Eldamir Tempestborn [Rich C.G.]-male Atlantean human soldier (Theran/Minoan Barbarian), tattooed member of the Order of the Kingfisher, specialist in the net and trident; CG, Lvl. 1
  • “Barret” [Drew S.]-male Minotaur wrestler and gladiator (Fighter) with a crossbow; LG, Lvl. 1
  • Puliarus Aearion [Charles S.]-male Half-Elf sage (Thalassaquendi storm Sorcerer), seeking to befriend all; CN, Lvl. 1

Backup characters:

  • “Ludovico ‘Ludo’ Rosso” [Beruk A.]-male human ex-gladiator (Monk; see Bruce K.’s Pathfinder: Eberron/Reign of Winter); LN, Lvl. 1
  • “?” [Brian W.]-male Hifalendorin (proto-Western European) human Fighter, pragmatist; LN, Lvl. 1
  • “?” [Sara F.]-female ?; NG, Lvl. 1
  • “Drogan” [Bruce K.]-male Half-Orc (Saganim) Barbarian, with a great sword; CN, Lvl. 1
  • Sebastian Leafsworn [Rich C.G.]-male Sylvan Elf Monk and sage, with forbidden lore; LG, Lvl. 1
  • “Vasco” [Drew S.]-male clockwork butler (Warforged), former member of the Zephyr’s crew, displaced in time and space; LN, Lvl. 1
  • Antoun Miner [Charles S.]-male Hill Dwarf Druid, healer curious about the sea; TN, Lvl. 1

“2 October 1227 B.C.E.:” A new band of mercenaries met in the Saganim (proto-Celtic) human port of Drunstimlos and decided to sign onto the naval cruiser H.M.S. Dauntless. Before coming aboard, however, they had to acquire some maps from a neglected temple in town.

Eldamir is curious about Father Gwydion, whom they met at the temple of Addoh, but Kamar is wary of the priest. Puliarus wants to ask around about the maps, and Kaelen and Barret agree to accompany him.

As the two teams leave the “Sailor’s Climb” pub, they see Nuriel walking on the beach contemplating the vastness of time and space. They also spot an Otter-kin darting about on the busy docks.

Kamar and Eldamir return to the temple of the sea lord and wait outside. They eventually see an elderly couple slowly climb the hill to the church and hesitate outside its decrepit doors. The two people then turn and start to walk away.

Cunmor and Elise tell the Bard and Barbarian that they blame Fr. Gwydion for the loss of their son, Gareth. Several years ago, Gareth ran away to join a pirate named “Lord Lucius,” and the priest didn’t try to talk him out of it, they say. He was later killed at sea.

The Saganim townsfolk are surprised to learn that Fr. Gwydion has returned, and they say that the sorry state of the temple is a sign that Addoh has abandoned the people of Drunstimlos.

Innkeeper Geraint directs Puliarus to Rowan Thorne, a local mage. He, Kaelen, and Barret find a thatched cottage at the edge of town. A woman emerges, clutching packets of herbs. Puliarus knocks, and a voice lazily invites him in.

The visitors meet a thin, pale human with lank blond hair and a loosely tied robe. When Thorne notices that Minotaur Barret is having trouble entering the crowded cottage, he Shrinks him from 7 feet in height to 3 feet!

Ranger Kaelen observes the well-stocked alchemical supplies and components drying in the rafters and concludes that Thorne isn’t as dissolute as he appears. “Minitaur” Barret befriends Nelly, the Wizard’s large wolfhound.

Sorcerer Puliarus shows Thorne symbols that he has copied from Fr. Gwydion’s maps, which Cmdr. Maxwell expects as a condition for coming aboard the H.M.S.Dauntless. The magic user easily identifies nearby barrows (tombs) and says that the wolf’s head image likely refers to outlaws accused of witchcraft.

Thorne says that he’s thirsty, which Barret understands as a request for payment before he’ll share more information. The Fighter runs off to a nearby pub to fetch a bottle of wine and a sausage for Nelly. The bartender is so bemused that he doesn’t haggle.

Kamar and Eldamir, among others, spot shrunken Barret on his way back to the Wizard’s cottage. Thorne then associates the tower symbol with the manor of Lord Caerdon. A house with a moat could refer to a heretic’s holdout with a monster-stocked pool, he says.

He also says the symbol of trees could refer to the Tulvey Woods, which are good for occasional hunting of small game, or the Bonerattle Woods, which are to the east and said to be haunted. Puliarus and company thank the Wizard and leave.

Barret is interested in checking out the woods, but he outvoted by those who favor checking out the barrow mounds. The group gathers its gear and hikes north, onto the wide Plains of Sathendo.

Kaelen leads the way as would-be adventurers carefully ford a stream. Eldamir, Kamar, Puliarus, and Barret follow through fields and moors. They decide to camp for the night a few miles away from the tombs.

On the first watch, unshrunk Barret and Half-Sea Elf Puliarus sit near the fire to avoid mosquitos. During the second watch, Kamar and Kaelen hear something large splashing in the stream. The Suthern human goes to wake the others, while the Half-Sylvan Elf scout creeps closer, spotting a seal-like creature.

Mythical seal-like creature
Bunyip

As the motley crusaders arrive, the strange animal panics, roars, and lurches toward the people on land. Atlantean human Eldamir’s tattoos begin to glow blue as he rages. Kaelen draws two short swords and attacks. Barret is briefly scared by the bellowing beast, which lunges at Puliarus but misses him.

Puliarus casts Magic Missile and maneuvers, while Kamar also hesitates because of the animal’s noises. Eldamir charges and throws his net, slowing his opponent. Kaelen scores two hits, but Barret misses.

The beast, which sage Puliarus identifies as a Bunyip, frees itself from Eldamir’s net. Kamar provides Bardic Inspiration to Kaelen, and raging Eldamir cries out “For Atlantis!” Horned Barret ends the fight with a goring rush.

Barbaric Eldamir and Barret butcher the carcass and claim razor-sharp teeth for future arrowheads. Each party member gets two Bunyip teeth. Eldamir spends an uneventful third watch before breaking camp in the morning.

The wanderers reach the barrows and see three large tombs, as on the old map, surrounded by many lesser mounds. Kaelen and Kamar search the tumbled-down entrance to the largest barrow. Eldamir, Barret, and Puliarus check the perimeter and find a few tracks in the high grass.

After some trial and error amid trapped or blocked doorways, Kaelen and Kamar find a door into the ancient catacombs. A stone lintel includes a carving of a symbol of a cloud blowing wind. Barret, who has a good sense of direction, leads the way, followed by Kaelen, Kamar, Puliarus, and Eldamir.

Celtic tomb mound
Barrow entrance

The explorers traverse narrow tunnels and follow three left forks. They come to a closed door and an oaken archway that hasn’t rotted despite the passage of time. Barret senses a fleeting breeze at his back and glimpses a white gown disappearing around a corner.

The Minotaur mapper wants to pursue it, but Kamar recommends staying together as he, Eldamir, and Puliarus try to decipher the door mechanism. When they do, they are surprised to see a large tree in a flowery meadow, despite the fact that they are many feet underground.

Kaelen and Eldamir notice that the tree is rather gnarled, and the butterflies actually look more like moths, but they shrug and follow the others through the enchanted portal….

Don’t worry — we’ll get to the agreed-upon nautical adventures soon enough! I think starting out with a classic dungeon crawl has worked out well so far, and I look forward to new party’s (mis)adventures!

In the meantime, remember to finish equipping and uploading your characters (and their backups), and I look forward to seeing most of you at upcoming “Star Wars: Dark Timesor “Vanished Lands: A New Dawn” sessions.

D&D5e “Vanished Lands” Session 41.1 — New flotsam and jetsam

Fellow role-players, here is my update for Session 41.1 of our face-to-face D&D5e “Vanished Lands” game, which Drew & Divya S. hosted in Needham, Mass., on Monday, 18 May 2015:

In one ancient world, there was a place 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.

Sometime after a group of former circus performers wandered aboard the airship Zephyr and a team of diplomatic escorts fought chaos in Tong Sheng, past heroes reunited, and another band gathered on the Sea of Nagendwa….

Initial Player Character roster for Gene D.’s “Vanished Lands” face-to-face nautical campaign, using Dungeons & Dragons Fifth Edition, as of summer 2015:

  • “Kamar Alazar” [Beruk A.]-male Suthern human swashbuckler (proto-Arabic Bard) and former member of the “Liberators” and “Dragonslayers”; CG, Lvl. 1
  • “Nuriel” [Brian W.]-male Grey Elf acolyte of light (Cleric of Corellan Larethian); NG, Lvl. 1
  • “Cassy Keelnipper” [Sara F./absent]-female Otter-kin Rogue; NG, Lvl. 1
  • “Kaelen Northsea” [Bruce K.]-male Half-Elf scout (Sylvan/? Ranger), seeking his father; NG, Lvl. 1
  • “Eldamir Tempestborn” [Rich C.G.]-male Atlantean human soldier (Theran/Minoan Barbarian), tattooed member of the Order of the Kingfisher, specialist in the net and trident; CG, Lvl. 1
  • “Barret” [Drew S.]-male Minotaur wrestler and gladiator (Fighter) with a crossbow; LG, Lvl. 1
  • “Puliarus” [Charles S.]-male Half-Elf sage (Thalassaquendi storm Sorcerer), seeking to befriend all; CN, Lvl. 1

Backup characters:

  • “Ludovico ‘Ludo’ Rosso” [Beruk A.]-male human ex-gladiator (Monk; see Bruce K.’s Pathfinder: Eberron/Reign of Winter); LN, Lvl. 1
  • “?” [Brian W.]-male Hifalendorin (proto-Western European) human Fighter, pragmatist; LN, Lvl. 1
  • “?” [Sara F.]-female ?; NG, Lvl. 1
  • “Drogan” [Bruce K.]-male Half-Orc (Saganim) Barbarian, with a great sword; CN, Lvl. 1
  • “?” [Rich C.G.]-female human Wild Mage (Sorcerer); CG, Lvl. 1
  • “Vasco” [Drew S.]-male clockwork butler (Warforged), former member of the Zephyr’s crew, displaced in time and space; LN, Lvl. 1
  • “?” [Charles S.]-male Hill Dwarf Druid, healer curious about the sea; TN, Lvl. 1

“1 October 1227 B.C.E.:” Kamar arrives in the Saganim (proto-Celtic) human town of Drunstimlos, trying to forget his recent past. The wanderer goes straight to the “Sailor’s Climb” public house, where he warily watches newcomers.

He soon notices a large tattooed man staring at him. Eldamir comes over and introduces himself as the guard of Nuriel, a slight and well-dressed Elf behind him. They begin talking about finding jobs aboard one of the ships in the harbor.

This draws the attention of Kaelen, who promptly asks barkeep Geraint for a recommendation. The scout is directed to old salt Charas Thulba, who names the following vessels in return for a round of drinks:

  • The Unbroken Colt: A Saganim galley headed to distant Bokor Island, captained by the ruthless Shane Moriarty
  • Two Tuns of Fun: A merchantman headed to the (proto-Western European) kingdom of Hifalendor, captained by the unlucky Lewellyn Tergannon
  • The Dauntless: A Saganim navy cruiser, set to patrol near the port of Sileran, with Capt. Sheridan Driscoll in command

Friendly Puliarus joins the table and offers his services as a sage of the sea. Kaelen notices the shadow of someone lurking outside the pub’s door, so he goes out to investigate.

The Half-Elf finds himself face-to-chest with a Minotaur! Barret says that he is looking for a fighting ring, and Kaelen offers to help him if he’ll join the new group inside.

After some discussion, the motley crew agrees to seek employment aboard the H.M.S. Dauntless. Eldamir helps Nuriel pick an outfit before they head to the docks, where they see fishwives and the warship and the other vessels Thulba had described.

Miniature seaport
Medieval-style seaport

Two guards holding spears and shields stop the mercenaries at the end of the gangplank. Kamar and Kaelen introduce themselves and their companions and ask about employment.

Cmdr. Perry Maxwell, first officer of the Dauntless, studies Nuriel’s letter of introduction and says that the Saganim cruiser will set sail in a few days. In the meantime, he says, the band can prove itself by retrieving some maps that he has been unable to directly acquire.

Cmdr. Maxwell directs the would-be sailors to the local temple of Addoh, lord of the waters. The group sets off, climbing winding cobbled streets until it finds a decrepit church.

Ruined church
Abandoned church

 

Broken shutters creak in the breeze and paint peels from the walls. Ranger Kaelen knocks on the open door as the team enters. A layer of dust coats most surfaces, including rotten pews and a stone altar. Grey Elf Nuriel, a priest of Corellan Larethian, notices carvings of sea animals on pillars.

Suthern human Kamar is suspicious when he spots a pile of ragged clothing and beddings. Atlantean human Eldamir calls out, and Father Gwydion appears. The Saganim priest is sunburned and somewhat confused. He claims that he has been away for a few years, hence the neglected state of the temple.

Sly Sea Elf Puliarus gets behind Fr. Gwydion and casts Charm Person to get him to be more coherent and cooperative. The Cleric almost resists the storm Sorcerer, but his eyes betray compliance.

In return for some help cleaning and repairing the building, Fr. Gwydion agrees to give the maps, but he warns the visitors, as he did Cmdr. Maxwell, that “they lead to nothing but trouble.”

The men find brooms and begin cleaning. Nuriel casts Prestidigitation to wipe the altar and fix some rafters, and tall Barret happily clears cobwebs from the rafters. A cloud of dust obscures everyone’s vision, and Fr. Gwydion disappears for a moment, only to reappear with some scrolls in hand.

The as-yet-unnamed band looks at the faded parchments. One is an old map of Drunstimlos as it appeared decades ago, based on its smaller size. Another is of an uncharted island in the Sea of Nagendwa.

The third map is most curious: It shows a forest, a stream, a tower, and a large house on a hill and/or surrounded by a moat. Kamar wonders about the double doors on the building, as well as hills with an possible cave entrance that remind him of pyramids, ancient tombs far to the southwest.

There is a stylized wolf’s head on the right side, and an ornate, upside-down trident on the left, which Nuriel suspects is a compass indicating the bottom of the map as north. Kamar wonders if the maps are guides to hidden pirate treasure.

As the squad leaves Fr. Gwydion and the temple, Puliarus offers to compare the maps with others in town to see if he can learn more about their location….

I’m glad that we’re off to a strong start for our new campaign! Don’t forget to complete your Player Character (and backup) records and post them to Obsidian Portal or give me copies. I look forward to our adventures, as well as to Bruce’s cookout in June!

In the meantime, we also have the end of Dexter V.H.‘s D&D5e “Land of Lost Souls” and my D20/FATE “Vanished Lands: A New Dawn” games, as well as the relaunch of Jason E.R.’s “Star Wars: Dark Timesscenario! Stay in touch….

“Vanished Lands: Vistel’s Expedition” Sessions 57, 58 — Astral raid and vanquishing Vappu Lahja

Fellow role-players, here are my notes for “Vanished Lands” Sessions 39.57 and 58, which Jason E.R. co-ran and Drew S. hosted in Needham, Mass., on April 6 and 20, 2015:

In one ancient world, there was a place 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….

Vistel’s Expedition, crew of the Zephyr, Player Character Party 39 in Gene D.’s “Vanished Lands” campaign, using the D20 Basic Fantasy Role-Playing GameDungeon Crawl Classics, Pathfinder, and FATE 3e Legends of Anglerre, as of spring 2015:

  • Scully Strongbow [Sara F.]-female albino Flind (Gnoll) Ranger, archer, and sailor, with owl “Owlicious” and boyfriend “Capt. Niac”; NGl, Lvl. 12
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, wandering noble, warrior, and mandolin player; CNg, Lvl. 12
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, diplomat, and animal handler with banuq (winged cat) Penryn; NGc, Lvl. 12
  • Rhys Davies [Drew S.]-male Tinker Gnome (Minoi) clockwork gadgeteer, shipwright, and impetuous Rogue; TNcg, Lvl. 12

Cameos, departed:

  • Hamfast Hammerfist [Brian W.]-male Zeda (proto-Germanic) human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 10
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 10
  • Radius [Jason E.R.]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 9
  • Sir Torrel [Alex W.]-male Hifalendorin human Paladin of Otih, the lord of the sun and justice; LGn, Lvl. 7
  • Melchior Merryman [Byron V.O.]-male Saganim/Hifalendorin human Cleric of Ulandt, lady of rest/Defender of the Night, hunter of Undead; former member of the “Seekers of Lore”; NGl, Lvl. 8/3
  • Brendan Quinn [Brian W.]-male Saganim (proto-Celtic) human Rogue, explorer; NGl, Lvl. 9
  • “Brogar the Barbarian” [Brian S.]-male Skaevingol (Viking-style) human Barbarian, happy warrior; NGc, Lvl. 9
  • Tarwen Rinuendell [Dana S.]-female Avariel (winged Elf) Fighter, unflappable but secretive scout; LGn, Lvl. 12

A band of onetime circus performers had sought adventure on the northwestern Plains of Sathendo. They freed Goblin slaves, investigated intrigues in the Saganim human capital, and defended the port of Sileran from an attack by giants.

“Vistel’s Expedition” also sailed to the wondrous city of Falit and the Zarendo Islands, where it infiltrated a Temple of Elemental Evil. After journeying to the barbaric port of Gisar, the wanderers traveled through time and space to rescue Tempestade’s kin.

Back on the Plains of Sathendo, the command crew of the airship Zephyr confronted the mysterious Vappu Lahja in the occupied town of Kedetura. It neutralized several of her Centaur followers and magically imprisoned the pale sorceress.

After rescuing the founders of Vistel’s Circus from more Unseelie Fey, the groupTeleported but found itself not at the Zephyr, but in the Astral Plane! They joined some Githzerai in preparing to raid a floating Githyanki tower.

“23 May to 31 August 1227 B.C.E.:” Rek’elma explains that the Spelljammer  T’unarathi (“Dragon Rider”) is disguised as a Githyanki ship. The gray-skinned Githzerai says that he’ll be wrapped up as one of his hated foes, while most of his crew waits below decks to attack. The outlanders will have to take point, he says.

Giacomo casts Shield on himself as the T’unarathi approaches a spherical island with four towers and a docklike projection. Tarwen Teleports out uncontrollably and is replaced by Scully, who is initially confused.

Corwin demands time to recover his spells. The impetuous Bard then dons his hat of Disguise and casts Comprehend Languages and Displacement.

Elsa prays to patron deities Vulkan (Moradin) and Mekkil (Gaia) for guidance regarding how metaphysics works in the Outer Planes. The Druid then Wild Shapes into a mouse and jumps into one of Rhys’ pockets.

Rhys is excited to be on a Spelljammer, but the Tinker Gnome is worried when his Bag of Holding, which contained his automatons, is seemingly empty.

The T’unarathi floats next to two void cruisers. Four Githyanki, plus two more with red armor and strange pistols, watch the gangplanks behind Walls of Force. Corwin, disguised as a Githyanki, sings to Enthrall the guards.

The Half-Elf also asks about Vappu Lahja, for whom he claims he has a gift. Ranger Scully is intimidating in her true form, an albino Gnoll. Wizard Giacomo cackles happily with his homunculus familiar Gerald. Rhys hides, and Elsa casts Calm Emotions.

The red guards notify Capt. Perragroup, who was recently stationed at Sheldar and mentions something about a “mating run.” The gaunt Githyanki orders the sentries to take the newcomers to commander Vimhanock.

As they follow the Githyanki into the fortress, Corwin casts Web on two guards. Rhys holds his action, but Elsa helps create a diversion as a scurrying mouse. Giacomo casts Obscuring Mist. Scully quaffs a potion of Invisibility, and Rek’elma disembarks with 12 crewmates.

Hifalendorin human Giacomo casts Reverse Gravity, causing some of the Githyanki to float. Hill Dwarf Elsa Wild Shapes into a dire bear, and Rhys dodges plasma blasts from the pistols.

Saganim prince Corwin casts Wail of the Banshee, and Scully races down corridors looking for traces of Vappu Lahja. Rek’elma’s Githzerai engage the Githyanki guards in a running battle. Elsa is wounded in the crossfire.

Giacomo casts Ray of Enfeeblement on Capt. Perragroup, and Elsa casts Dominate Animal against a snarling Gith hound. Corwin’s Fireball incinerates the eight hounds, as the raiding party reaches the quarters of the void cruiser captains.

Scully uses Find the Path, while Giacomo casts Magic Missiles, killing the last Githyanki. Elsa drops Perragroup and mauls a guard. Rhys runs after Scully, and Corwin draws his sword and dagger.

They find a room with six exits and go down. A ball of coins floats at the center of a spherical chamber, and a large red dragon coils around it! She awakens, pinning Rhys to the wall and grabbing Invisible Scully with a clawed hand.

Meanwhile, Corwin grabs the following items from the Githyanki (to be divided later):

  • armor, splint
  • ring of Enlarge
  • ring of Protection, + 2
  • 2 shields, +1
  • 2 swords, long, +1, silvered

The Githzerai fight off Githyanki reinforcements while the Zephyr ’s away team looks for Scully and Rhys. The Gnome artificer tries to talk to the dragon, who pushes him out of her chamber. He then reports to his companions that Scully is held captive.

The wanderers warily approach Itolpakugon, who says in a smoky voice that her kind has an ancient pact with the Githyanki. Elsa claims to be a trader “cheated by Perragroup.” Giacomo readies a Contingency spell on winged Gerald.

The red dragon says that she wants freedom for her son, who is being used as a steed by Capt. Okemokik. In return for clearing the citadel of Githyanki, Itolpakugon will grant the group access to “the pale lady” (Vappu Lahja), who may be as much a prisoner of the Githyanki as a guest.

Itolpakugon teaches Corwin a song so that her son will recognize him as her ally. Scully is released, but she notices the scent of three dragons in total.

The group ascends to the officers’ quarters. Giacomo uses his robe of Blendingand casts Invisibility on Gerald. They sneak past the rooms of Gish (Wizards) Morkemo, Toroka, and Vlakith. In the last chamber, the group sees a statue of the Lich Queen on an altar.

Okemokik rests on cushions in another room, apparently spent after a “breeding session.” Itolpakugon’s son lies nearby. Elsa crawls to a corner of the room and tries to calm the dragon. Scully draws her bow and waits in the hallway with Rhys, who borrows a short sword and masterwork short bow.

Corwin sings Itolpakugon’s lullaby, but Okemokik jumps up and casts Magic Missile at the infiltrators. Giacomo sends Silenced Gerald into the room to limit the Githyanki’s spellcasting. Elsa’s Dimensional Anchor is unsuccessful.

Scully and Rhys fire at Okemokik but miss, and Corwin casts a Lightning Bolt at him. The enemy captain’s Touch of Corruption fails, and he jumps into a black tapestry! Corwin chases Okemokik through the magical portal.

Elsa binds wounds and manages to get the young dragon to go back to its mother, and the rest of the group follows Corwin. They find themselves in a throne room with a female Warlock, her honor guard, and a Shadow Knight, as well as Okemokik.

Thanks to his hat of Disguise, Corwin appears to be Mikanuck. The Bard joins the Githyanki in laughing at the injured Okemokik but refuses when the Shadow Knight orders him to kneel before the Warlock.

The Shadow Knight tries to strike Corwin, but his Armor of Retaliation reflects the blow. Corwin casts Wail of the Banshee, which kills four guards and the Warlock’s Mephit familiar, and the party wades back into battle.

Okemokik and the surviving guards miss, and the Warlock casts Lightning. Unfortunately, for Okemokik, he is fried when Corwin’s ring of Spell Battle redirects the bolt at him. Rhys jumps on a guard and pulls his former Bag of Holding over his head.

The Warlock casts Control Undead to direct her slain sentries and familiar, and Scully limits enemy spellcasting with Silenced arrows. Giacomo casts Magic Missile against the Warlock’s Shield and Ray of Enfeeblment against another guard.

Elsa Wild Shapes into bear form and charges. The Druid fights the resurrected Githyanki with a Positive Energy Burst and Invisibility to Undead. The Warlock Dispels the Silence from Scully’s arrows and casts Cone of Cold at Elsa.

Rhys suggests retreating, and Scully casts Heat Metal on the Shadow Knight’s armor. Giacomo manages to slay the Warlock with Mage Sword, and another Positive Energy Burst finishes the Shadow Knight.

Scully follows Vappu Lahja’s scent back past Itolpakugon and Akko’sutor. The voyagers prepare to fight the pale lady. Giacomo casts Silence on stealthy Rhys, who is also carrying a wand of Dispel Magic.

Corwin casts Eagle’s Splendor, Greater Heroism, and Displacement on himself, while ursine Elsa Enlarges herself. Giacomo also casts Mage Armor and Shield as scouts Scully and Rhys enter the room. They see another shrine to the Lich Queen and another tapestry. However, this one appears to be burned out.

Rhys and Corwin also find a concealed door. It leads to a narrow passage trapped with Teleport and Divide the Soul wards. The team backtracks to the throne room, where an undamaged tapestry could lead home.

Elsa and Rek’elma communicate via Message spells. The Githzerai says that he and his crew have what they came for and are leaving. Elsa wishes him good fortune, and Rek’elma responds with “Happy hunting!”

The travelers enter the tapestry and get a brief glimpse of a certain Pit Fiend who has been hunting them. They find themselves in tall wheat fields — apparently, spring has turned to summer back in the “Vanished Lands” while they were in the Astral Plane!

In the distance, Scully spots the walled town of Kedetura. The Zephyr is fighting a red dragon, no doubt Itolpakugon’s other child, who is being ridden by none other than Vappu Lahja.

Dragon vs. airship
Dragon vs. dirigible

Giacomo, Corwin, and Rhys Teleport to their airship. The Gnome engineer notices that the gas bag is filling with water, probably as a result of the Pale Lady’s spells. Scully and Elsa turn into horses and approach Kedetura. They are relieved to see that most of Vappu Lahja’s Unseelie followers are gone.

Rhys dumps his again-full Bag of Holdling at Vappu Lahja and her dragon steed, forcing them to make evasive maneuvers. Corwin tries to leap onto the dragon but misses. Fortunately, the acrobatic aristocrat manages to cast Web to swing back onto the Zephyr.

Giacomo wraps his Whip of Entangle around Vappu Lahja’s throat, pulling her out of the saddle. Elsa Wild Shapes into a falcon to fly up to the fight, just as the dragon breathes fire on Corwin and Giacomo.

Vappu Lahja manages to free herself from the Wizard’s whip, and she casts Fly to try to escape. Rhys uses his ring of Featherfall and dives after clockwork butler Vasco.

Corwin casts Ice Storm, and Giacomo casts Form of the Dragon so that his familiar Gerald is a match for the red dragon! Elsa climbs the dirigible and dumps Dust of Dryness into its gas bag to keep it from crashing.

The red dragon casts Summon Swarm, gathering wasps, and it claws at Gerald, who breathes fire at it. Vappu Lahja heads toward some woods outside of Kedetura. Rhys uses a wand of Silence on his clockwork dragon, which then flies after the sorceress.

The woman in white robes resists Giacomo’s Hold Person, and Elsa Summons Nature’s Ally, conjuring an air elemental she nicknames “Gusty.” Rhys watches as some of his automatons hit the ground, and he uses the wand of Dispel Magic on Vappu Lahja, forcing her to land.

Elsa uses a Positive Energy Burst to heal Giacomo, and Gusty uses a whirlwind to disperse the swarm that the dragon summoned. Vappu Lahja Heals herself and runs, but her former steed fumbles in its aerial attack on Gerald.

Elsa impales Vappu Lahja, who had incited racial hatred between Centaurs and other fey against human farmers, with javelins of Holy Ice. Corwin casts Storm Bolt, slaying the witch.

Giacomo restrains the red dragon with a Force Cage, and Corwin and Elsa help it return to its senses with the song from Itolpakugon. Gerald returns to homunculus form. After some discussion, a Plane Shift spell sends the dragon home to its mother.

The exhausted explorers are hailed as heroes by the Hifalendorin human residents of Kedetura. Wizard Giacomo plans to return with girlfriend “Dread” Maggie Oakleaf to Hesolin’s Magisterium (magic school/library).

Ranger Scully is happy to be reunited with Wolfen Paladin “Capt. Niac” [Mike F./Non-Player Character] aboard the Zephyr. Gnome engineer Rhys also decides to stay with “his” airship, and Elsa recommends using the city of Falit as the home base for her long-range communications network.

Corwin plans to track down his hated foe, the Tielfing mage Lord Dalek, and scheming half-brother, Prince Daven, in Undead-ruled Gisar with help from Melchior. The Bard then hopes to resume courting Princess Priscilla of Hifalendor.

The Zephyr sails off with its brave crew into the sunset….

Thanks again to guest Game Master Jason, and I hope that everybody enjoyed this D20/FATE campaign over the past two and a half years! I look forward to wrapping up the “New Dawntelecom team and continuing our adventures in the “Vanished Lands” with our first D&D5e parties!