“Vanished Lands: A New Dawn” Session 41.45 — Pagoda sombrero

Fellow role-players, here are my notes for “Vanished Lands” Session 40.45, which was held on Sunday, 28 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 summer 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.]-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./absent]-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

“21 August 1227 B.C.E.:” The adventuring party arrived at Hei Kuan just in time for the Karitori Matsuri, or “Reaping Festival.” The group’s search for followers of a chaos dragon led to reptilian Zukojin and a three-eyed, four-armed creature outside the village.

Jung-Mo throws whippets (incendiary boomerangs) to start a fire to help screen the retreating peasants from the scaly folk. The civilians had been walking in an entranced procession toward a lit pagoda containing the large monster. Saigo shepherds the Spirit Folk and Shan Sao back to town.

Sonny, who had spotted a member of the rival Crane Clan, moves through the crowd after seeing Jung-Mo’s signal flare. Soske’ joins him. Toshi and Ember, who were following a Kitsune (fox woman), change into bird form and fly out to investigate.

Jung-Mo creeps through the nighttime darkness as the six Zukojin approach the path leading from Hei Kuan to the pagoda. Toshi and Ember land nearby and shift back to Halfling and Hengeyokai form, respectively, to cast spells.

Reptilian miner
Zukojin

Sonny and Soske’ run to catch up, passing Samurai Saigo and those returning to the walled village. Ninja Jung-Mo fires arrows at two of the humanoids, and one succumbs to his knockout poison.

Druid Ember casts Obscurement, creating more mist to help the stragglers escape the Zukojin. Wu Jen Toshi looses a volley of shuriken-shaped Magic Missiles at the lizard-kin, who attack him and Ember.

Shukenja Soske’ shoots arrows, and Kensai Sonny continues to close in. Jung-Mo knocks out another Zukojin and runs after two retreating toward the pagoda. Ember Wild Shapes into a black panther and pounces on one of her foes.

Asian gazebo
Pagoda

Toshi finishes off that opponent with more Magic Missiles, and he kills the three remaining Zukojin with Fiery Dragon. Jung-Mo reaches the shrine and gets a better look at the demon. He falls back to report to his companions.

Toshi recognizes the description of a Yau-Mor named Lung Jua, or “Claw of the Dragon,” no doubt a reference to the chaos dragon they’re hunting. The Shan Sao Wizard is eager to fulfill his destiny and slay a major Oni (Ogre Mage).

Soske’ suspects that the local authorities have been corrupted or misled into sending villagers as sacrifices to the pagoda under the pretense of a harvest festival.

Nannuattan Jung-Mo and Toshi (back in bird form as a black baza) stealthily maneuver to the rear of the pagoda. Ember casts Warp Wood on the roof, causing it to collapse. The Yao-Mor belches flame and casts Power Word: Blind, but the would-be heroes resist.

Soske’ casts Dispel Evil, as fellow Shengtese human Sonny hits the demon with his Vorpal whip. Jung-Mo looses magical arrows, a few of which hit, and Ember casts Heat Metal on the cruelly hooked blades in two of Lung Jua’s hands.

Toshi casts Cone of Cold and narrowly evades the demon’s Baleful Polymorph. The Yao-Mor swings its swords at Soske, who ducks beyond the monster after missing it. Sonny realizes that his whip isn’t enough to affect the massive beast, so he goes to get Saigo for backup.

Jung-Mo dodges burning debris, and Ember slows Lung Jua with Rock to Mud on the stone steps. Toshi’s Cold Ball helps, but the spell unfortunately catches Soske’ in its blast. The Yao-Mor can’t reach Soske’, but it does hit Toshi.

Soske’ backs up and casts Divine Power on himself, and Ember hits with Call Lightning. Toshi joins in with another Cone of Cold, as the team presses its fight with the demon….

Bruce, we missed “Saigo” this past week! I look forward to our last “New Dawn” sessions, as well as to more of the new D&D5e “Vanished Lands” face-to-face teamand Jason’s “Star Wars: Dark Timesgame. In the meantime, have a happy Independence Day!

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 “Land of Lost Souls” Sessions 12, 13 — Dragon siege and defeating the Drow

Fellow role-players, here are my notes for Session 12 and 13 of our D&D5e game, which were held on 17 and 31 May 2015:

Player Characters for the “Land of Lost Souls,” Dexter V.H.’stelecom fantasy miniseries, using Dungeons & Dragons Fifth EditionAD&D2/D&D3.5 Dragonlance, the D&D4e Forgotten RealmsPalladium Fantasy, Obsidian Portal, Skype, and the Rolz.org dice roller, as of spring 2015:

  • Kalidren ‘Cal’ Haraishur [Gene D.]-male Qualinesti (Sylvan Elf) Paladin of Kiri-Jolith, god of valor; folk hero and a potential member of the Legion of Steel; LGn, Lvl. 6
  • Sakan Agramon Majere/Sam [Beruk A.]-male Irda (High Ogre) Ranger, charlatan disguised as a human, with snow leopard Minerva; TNc, Lvl. 6
  • Redrik Stoneflow [Byron V.O./absent]-male Neidar (Hill Dwarf) Cleric of Paladine, god of justice; outcast, guild artisan, and silversmith; LGn, Lvl. 6
  • Maddie Moonfang [Sara F.C.]-female wolfing Barbarian, skin changer from the plains and former thrall of an evil wizard; TNc; Lvl. 6
  • Perogen Hawke [Josh C.]-male human Wizard of the White Robes, sage; NGc, Lvl. 6
  • Rowan Kar-Thon [Geoff C.]-male Half-Elf Skald (Bard), outlander and storyteller; NGc, Lvl. 6
  • Santiddio Sefrayn [Bruce K.]-male Half-Elf Rogue (thief), charlatan and professional treasure seeker; CNg, Lvl. 6
  • Enyilarur Skilelo [Drew S./departed]-male brass Draconian Eldritch Knight (Dragonborn Fighter), noble and arcanist, with three reptilian retainers; CGn, Lvl. 4

After persuading King Obould to withdraw some of the Orcish armies attacking the Dwarves of Thorbardin, the adventuring party had explored the ruined Irda (High Ogre) city of Vantal. It then defeated a Drider, an arachnoid servant of Lolth, before meeting with Dwarves on giant owls and Elves on great eagles.

The diplomats and scouts fly back toward the Kharolis Mountains. On the Plains of Dust, they see some of the hordes of Orcs returning to their homeland. However, Drow, giants, Driders, and even dragons have joined the siege.

Perogen and Rowan note that some of the chromatic and even metallic dragons are fighting among themselves, so they hang back as their companions head straight for Thorbardin.

The Wizard and Bard attend to a wounded gold dragon at the battle’s edge. The drake says that his “lord Paladine bade us to work with some of our chromatic kin to repel the newcomers to this world. Some of our youths — particularly red and green dragons — have been seduced by Lolth….”

Perogen and Rowan also see Clerics of Takhisis riding black, blue, and white dragons. The ancient gold thanks them by breathing a Blessing on them and then flies off to fight a young red dragon.

Meanwhile, Sam and Maddie maneuver to assess the tactics around the siege of Thorbardin. They see aerial cavalry consisting of Dwarves riding metallic dragons.

Cal, Redrik, and Santiddio land within the city’s battlements and are greeted by Shadowfox. They notice that the chief scout is acting strangely, so Cal casts Protection From Evil.

The others regroup, and Rowan joins with a Countersong.Shadowfox is angry to realize that Dark Elf prisoner Meandrea has tampered with his mind. Cal, Redrik, and Rowan go with him to report to King Ivor Stoneaxe as planned.

Sam, Maddie, Santiddio, and Perogen head with two elite Dwarven scouts to the dungeon. They find the guards there similarly ensorcelled and all the cell doors open. Meandrea says she has been waiting for them.

Perogen casts Fireball, but the Drow deflects his spell. Rogue Santiddio draws his rapier and dagger but swings wide, and Barbarian Maddie rages and strikes the Sorceress.

Meandrea casts, but Perogen counters. The infiltrator then poisons Maddie. Ranger Sam and his snow leopard Minerva both miss, as does Santiddio again. Maddie falls unconscious, and Meandrea summons a diabolical winged figure with a flaming whip. She taunts the would-be heroes, telling them to run.

The male Erinyes strikes Sam with a whip of Entanglement, and Perogen uses Expeditious Retreat to go warn the others. Santiddio drags Maddie out of the chamber, as Sam provides cover, leaving four explosive arrows wedged in the floor.

Santiddio slashes at the whip holding Sam. Rowan gives an Inspiring Word to the Ranger and casts Heroism on himself, Sam, and Cal. The infernal Erinyes uses his whip to burn Sam, who manages to break free.

Cleric Redrik revives Maddie, who swings her axe at the Erinyes, misses, and again rages. Meandrea chants and opens a portal to the nether planes. She also turns the prisoners slain by Perogen’s Fireball and the fallen guards into zombies.

Seven zombies fight the remaining Dwarven sentries, and five collapse, thanks to invisible faerie dragon Itchum. Perogen yells to the Dwarves to fall back, but his Frostbite fails to affect the Erinyes or the Drow.

Paladin Cal casts Sanctuary on Sam. Cleric Redrik attends to Sam’s wounds as the Dwarves draw Holy Avengers and close on the Erinyes. Half-Elf Santiddio hits the monster twice before disengaging to draw his bow.

Fellow Half-Elf Rowan draws his sword and casts Sound Burst, destroying eight zombies. Sam throws a net at the Erinyes, briefly entangling him. Feline Minerva pounces on the Dark Elf but misses her.

Canine plainswoman Maddie strikes the Erinyes but misses Meandrea, who heals the devil and wounds Cal. Perogen runs around the melee and takes control of some of the zombies. He commands the Undead to drag the Drow out of the room.

Sylvan Elf Cal invokes his patron Kiri-Jolith, god of valor, as he Channels Divinity and smites Meandrea. She cuts him with a poisoned blade. Santiddio shoots arrows, misses, and maneuvers.

Rowan gives Santiddio an Inspiring Word and aids Maddie against the Erinyes. The Erinyes gets free from Sam’s net and hits Rowan. Sam asks Redrik to borrow his crossbow and fires at the witch. Maddie also lands a heavy blow.

Meandrea uses Mass Suggest to get Redrik, Maddie, and Perogen to drop their weapons. She also hides behind three Mirror Images. Perogen lobs Magic Missiles to deal with them, plus Chill Touch, and Cal manages to hit his foe despite being weakened by poison.

Redrik hurls a vial of the Light of Paladine at the gate, ending Meandrea’s summoning. The Dwarven guards hit the Erinyes, as Santiddio notices glyphs and a circle etched into the walls and floor of the Drow’s cell.

Rowan casts Healing Word on himself and grabs Maddie’s dropped axe. The bleeding but lawful Erinyes yields to the Dwarves and complies with their order to leave the plane.

Meandrea swings her Mace of Contagion, but Perogen casts Blindness on her as he notes that her minions are dwindling since he controls the remaining zombies.

Cal Lay on Hands to keep himself in the fight, and Redrik heals Santiddio. Cal finishes off Meandrea with swift sword strikes, but she says, “Death is not the end.” Redrik pours the Tears of Paladine on her oozing wounds.

Perogen identifies the dead Drow’s explosive runes and summoning circle, and Rowan casts Dispel and Shatter to disable them. The Dark Elf and zombies dissolve, and the Dwarves take her mace and their wounded.

King Ivor later thanks the heroes for helping to stop an attack from within Thorbardin’s stout stone walls. However, Cal and company are worried when they learn that the Elves of Qualinost are also under attack….

Thanks, Dexter, for a mostly fun fantasy miniseries! I know it was a challenge to combine AD&D2 settings, a D&D4e/“Next” module, and numerous D&D5e characters. I look forward to helping you rebuild your world, as well as to our eventual return to the “Vanished Lands!” -Gene