“Vanished Lands: Vistel’s Expedition” Session 39.40 — Barbaric temples and taverns

Fellow role-players, here are my notes for “Vanished Lands” Session 39.40, which Brian W. hosted in Newton, Mass., on Monday, 2 June 2014:

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

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

“Vistel’s Circus,” Player Character Party 39 in Gene D.’s “Vanished Lands” heroic fantasy campaign, using the D20 Basic Fantasy Role-Playing Game and FATE3e Legends of Anglerre, as of summer 2014:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; with homunculus familiar Gerald; NGc, Lvl. 9
  • Hamfast Hammerfist [Brian W.]-male Zeda (proto-Germanic) human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 9
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 9
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 9
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 9
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with Banuq (winged cat) Penryn; NGc, Lvl. 9
  • Rhys Davies [Drew S.]-male Tinker Gnome (Minoi) clockwork gadgeteer; TNg, Lvl. 9

(See previous notes for Paladins “Radius” [Jason E.R.] and “Sir Torrel” [Alex W.].)

“10 to 11 March 1227 B.C.E.:” After fleeing from the Temple of Elemental Evil to Tarvulis Isle, “Vistel’s Expedition” reboarded the Sea Elven schooner Foamrunnerand sailed north on the Sea of Nagendwa. On the way, it rescued Tinker Gnome “Rhys” [Drew S.] and five Suthern sailors, fought a pursuing elemental, and destroyed another boat with Undead.

Back on the mainland, the explorers defeated a Wolven raiding party and entered the haunted port of Gisar, where they planned to send Tempestade home via an obelisk beneath the House of Xia.

Corwin and Elsa reconsider going straight into the city’s sewers, and the adventurers instead visit the temple of Shebsen, lady luck. Impresario Duvro ushers them to numerous games of chance and skill.

Giacomo recommends caution, and Hamfast decides to go off on his own to look for a proper pub. Scully and Tempestade join a game of mah jong, as Corwin wins and then loses some gold. Elsa observes a Wolfen trader and a Minotaur bookie among the Skaevingol (Scandinavian-style) and Tsucharim (Mongol-style) humans.

Rhys plays a roulette-like game and notices that the wheel spins too smoothly and stops too suddenly to be without some covert interference. The Tinker Gnome generously tips the card dealers for a favorable reputation.

As Hamfast walks from Ivory Way onto Saddle Path, he notices the “Walking Yurt.” The Zeda (Germanic-style) human has a few rounds of drinks with Brega the Thirsty, a Vistani (Gypsy-like) human barfly.

The Witcher
Skaevingol bar

Back at Shebsen’s casino, Corwin, Elsa, and Giacomo obtain a private audience with high priestess Linda Lao. They ask about the ruined Magisterium (magic school/library) at the House of Xia, and the slinky Cleric says that people avoid it because of its proximity to the draconic temple of Tiamat and its connection to magic.

Most Barbari humans in the Gusorin Confederation distrust arcane spellcasters. The Tsucharim priestess also mentions that Lady Leafcutter, a Dark Elf, and Count Radescu, a member of the city’s vampiric aristocracy, are known to visit the library beneath the House of Xia.

Scully and Tempestade venture out into Gisar’s winding streets. Flind Scully discreetly looks for allies of the Order of the Golden Lion, while Brazilian human Tempestade sees fellow martial artists sparring for the first time.

Barovia
Streets of Gisar

Hill Dwarf Elsa asks Lao about other shrines, and she recommends the Grove of Ami Koshi and the theater of Brijitt. Half-Elf Corwin asks for her blessing for their mission, and Rhys and Hifalendorin human Giacomo send runners out to look for their companions.

At the Walking Yurt, Hamfast orders vodka, and bartender Irena Debrova introduces him to Orc gladiator Bloody Axe. They become fast drinking buddies. Scully spots Hamfast as she walks by, and the mighty Fighter joins her and Tempestade.

They stop at the “Drunken Yak,” where they are disgusted to see patrons getting milk straight from the udder. Despite their lack of a common language, Tempestade manages to persuade Monk Tsu Chao to bring him to the House of Smashing Blows.

Meanwhile, Corwin, Giacomo, Elsa, and Rhys cross the Mist Bridge to visit the priestesses of Brijitt, goddess of fire and poetry. Bard Corwin meets Gerta the Naughty, a scrawny shaman and reciter of filthy limericks. Elsa asks Yorvik the Blunt, a boisterious skald (Bard), about Gisar’s history.

Wizard Giacomo and gadgeteer Rhys listen to Ignaz the Mild, a meek peasant with a melodious and loud singing voice. The wanderers learn that Lord Narkil, the city’s current ruler at Barovic Castle, is allied with Capt. Vasily Banovich, commander of the Undead pirate ship Plague of Heaven.

Corwin casts a Message spell, and Hamfast and Scully rejoin the group, leaving Tempestade with his new training partners. Hamfast and Rhys stay to listen to Yorvik’s tales, while the others head to the Grove of Ami Koshi, goddess of nature.

Darkness falls as the outlanders make their way past the “Steaming Sausage” into the humanoid quarter. Ranger Scully is annoyed to sense Gnolls abusing a cat in an alley, but she avoids a fight. Three local toughs accost the group — Bugbear Orn [Brian/Non-Player Character], Ogre Squish [Drew/N.P.C.], and shady human Furnis [Josh/N.P.C.].

Clever Corwin offers to conjure treasure for the trio and covertly casts Charm Monster on Squish. The burly Ogre then argues with furred Orn to let his new “friends” go. Furnis quietly watches. Corwin then tosses the dimwitted creatures a pouch of 10 crowns (gold pieces), and they head toward the Steaming Sausage.

Giacomo notes that Orn and Squish might get stomped by a Hill Giant there, and Scully and Elsa are glad to continue on their way. Furnis goes to sell information about who and what he has seen to the highest bidder.

At the apparently unkempt Grove of Ami Koshi, Elsa asks fellow Druid Deerslicer about the sewers and evil cults, but the Grugach (Wild Elf) is initially uncooperative. Scully lets Owlicious fly freely and tries to chat with Tsucharim Ranger Mudface. The team warily makes its way back to the temple of Brijitt to spend the night there.

Giacomo keeps Gerald, his homunculus familiar, and his cursed tattoo of the “Mad Mage” Ezra hidden. Saganim Prince Corwin looks for Gerta but finds that Hamfast has already claimed her attention to learn the Barbari tongue, among other things.

Wise Scully sets watches in the strange city. Elsa talks about entering the sewers to get Tempestade home, but most of the group doesn’t plan to accompany him beyond that. Acrobatic Tempestade asks Tsu Chao and the other Monks for aid in freeing fellow slaves.

Rhys has a nightmare of being chased by Goblinoids, as “Vistel’s Expedition” rests before further exploration of barbaric Gisar…. Far to the northeast, a group of diplomatic escorts fight Oni and human bandits near the village of Wai Shih [see notes for “A New Dawn”]….

Don’t forget to update your character records on Obsidian Portal! I look forward to seeing everyone at Jason E.R.’s “Glassworks: the Devil’s Den” superhero session (for now) and Bruce’s upcoming “Pathfinder: Eberron/Reign of Winter” miniseries.

“Vanished Lands: Vistel’s Expedition” Session 39.39 — Sea quest

Fellow role-players, here are my notes for “Vanished Lands” Session 39.39, which Brian W. hosted in Newton, Mass., on Monday, 26 May 2014:

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

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

“Vistel’s Circus,” Player Character Party 39 in Gene D.’s ” Vanished Lands ” heroic fantasy campaign, using the D20 Basic Fantasy Role-Playing Game and FATE3e Legends of Anglerre, as of spring 2014:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; with homunculus familiar Gerald; NGc, Lvl. 8
  • Hamfast Hammerfist [Brian W.]-male Zeda (proto-Germanic) human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 8
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 8
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 8
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 8
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with Banuq (winged cat) Penryn; NGc, Lvl. 8
  • Rhys Davies [Drew S.]-male Tinker Gnome (Minoi) clockwork gadgeteer; TNg, Lvl. 8

(See previous notes for Paladins “Radius” [Jason E.R.] and “Sir Torrel” [Alex W.].)

“5 to 9 March 1227 B.C.E.:” After debating how to proceed through the Temple of Elemental Evil, the expedition distracted Ogres, defeated a Beholder, and destroyed the contact binding an Efreeti to the Pit Fiend ruling Mt. Tilefa. The group made a hasty retreat to Tarvulis Island.

Giacomo worries that the devil Schm*ckF*ck will send minions to pursue the onetime circus performers. He recommends entering the city of Gisar overland. Hamfast is eager to return to the barbaric port, which he briefly visited thanks to Tequila, the pseudodragon familiar of Drow archmage “Vasec” [Alex J./Non-Player Character].

Scully reminds her companions that they have agreed to help Tempestade get to an obelisk beneath Gisar so he can return to his own time and free slaves from his former plantation.

Corwin would prefer to visit the Gusorin Confederation as briefly as possible, and Elsa is curious about rumors of evil Druids, the cult of Krakas, and fighting the dreaded Ghost Fleet. She wishes that Paladins Radius and Sir Torrel could help deal with the scourge of Undead on the high seas.

After sending an urgent magical message to Capt. Scarlet on the Sea Elven schooner Foamrunner, the wanderers prepare to return to the mainland. Wizard Giacomo talks with “Tondra” [Rob A.S./N.P.C.], a Zarendo Islander human shaman (East African Cleric), about getting the accursed tattoo of the “Mad Mage” Ezra removed from his back.

Fighter Hamfast waits outside and pounds on a leech with his maul on behalf of recently departed Sir Torrel. Ranger Scully sends a love note to Wolfen Paladin “Niac” [Mike F./N.P.C.] and allows Vasec’s scribes to copy her maps of the temple on Salhonif Island.

Martial artist Tempestade explains that he wants to resettle fellow escapees and that he hopes to help clear Gisar of evil upon his return. Bard Corwin buys a potion of Water Breathing and scrolls of Invisibility to Undead and Restoration.

Elsa writes several letters. She asks Baskor Steadyhand, a roustabout in Vistel’s Circus, about how owlbear Oswald is doing. The Druid also sends soil samples to Barry the Gardener on Emein Island and warns the Royal Cartographer’s Society in Thadenis about Mt. Tilefa.

Tondra, who is packing for a seasonal visit to the Hifalendorin human capital of Hesolin, gives Giacomo a Periapt of Wisdom (+2) to help him fight Ezra’s control. Hamfast and Tempestade find her zombie gardeners unsettling.

Vasec and his students bid “Vistel’s Expedition” farewell as the team boards Capt. Scarlet’s sleek catamaran. About a day’s sail north, however, the Foamrunner ’s crew and passengers are tested by a storm.

Giacomo casts Rope Work, and Scully and Corwin help the Sea Elven sailors in the rigging. Hamfast and Tempestade stay with the oarsmen below decks, but Elsa comes up from the galley to cast Calm Winds. After being tossed around by huge waves, the Foamrunner manages to ride out the tempest.

Sometime later, a lifeboat with six storm survivors is spotted. Hifalendorin human Giacomo readies spells, and Zeda human Hamfast waits in reserve. Scully readies a grapple and casts Detect Evil, but the albino Gnoll senses no malicious intent from the castaways.

Brazilian human Tempestade helps cast lines to the dinghy, and Corwin casts Detect Magic and then Fly to help rescue the newcomers. The Half-Elf spots a Gnome clutching a wooden chest and slowly carries them to safety.

Elsa summons a water elemental, but it turns on the Hill Dwarf, saying, “We’ve been looking for you,” no doubt in reference to the Pit Fiend’s followers. Capt. Scarlet orders her crew to maneuver, while Vistel’s Expedition tries to get the six shipwreck survivors aboard and fights the Grue.

Elsa invokes Mekkil (Gaia), goddess of nature, to Call Lightning. Corwin drops off the Gnome and begins lifting the Suthern human corsairs. Hamfast comes up to the main deck, and the evil elemental slams Scully.

Giacomo casts Dispel Magic, to no effect, and Scully misses a rope, landing one of the Suthern sailors in the drink. Tempestade runs on the side of the ship with his Boots of Spider Climb and grabs the man. Rhys, the Tinker Gnome, opens his chest and readies a fancy crossbow.

Pious Elsa Wild Shapes into an orca (killer whale) and rams into the Varrdig. Flying Corwin and nimble Tempestade continue pulling castaways aboard the Foamrunner. Mighty Hamfast grazes the Grue with his maul but also gets slammed by a blast of water.

Clever Giacomo casts Scorching Ray, seriously wounding the elemental, which sniper Scully finishes off with a Flamestrike. Rhys is disappointed that he didn’t get to show off his repeating crossbow or clockwork creations.

Capt. Scarlet and the travelers welcome the gadgeteer and promise to drop off the Suthern sailors soon. Divine spellcasters Elsa and Scully attend to the wounded.

Sometime later, Rhys spots a second rowboat with his telescope, and Giacomo casts Wizard Sense to get a closer look. Scully dives into the Sea of Nagendwa and Wild Shapes into a dolphin. Elsa shifts into squid form and Channels Positive Energy to turn a large skeletal barracuda.

Giacomo reports that the people on this dinghy are contagious Undead, so Capt. Scarlet orders that it be set ablaze from a distance. Scully supervises the arbalests and ammunition, as Corwin watches for other ships from the crow’s nest with Araswe, one of his lovers.

The Foamrunner sets its passengers ashore about two days’ march from Gisar. Saganim Prince Corwin gives Capt. Scarlet several hundred crowns (gold pieces) in thanks. The rescued sailors scatter and head west, back toward the distant Halmed Desert. Vistel’s Expedition begins hiking east to the city.

Approaching Gisar
Any port in a storm….

On the wide central Plains of Sathendo, the adventuring party hears the thunder of approaching hooves. Ten Wolven in Tsucharim (Mongol-style) armor lower spears and surround the group. Mads, their leader, is not impressed by the outlanders but offers to trade for fellow canine humanoid Scully.

When she resists, the Wolven close in. Elsa casts Charm Animal on Mads’ horse, and Corwin incinerates three riders with a Fireball. One raider picks up Scully, and others stab at Hamfast and Tempestade.

Scully breaks free and draws her long bow, as Tempestade runs toward the Wolfen who had grabbed her. Giacomo slays two more foes with Magic Missiles, and Hamfast smites another. Rhys fires bolts with his crossbow.

Elsa Wild Shapes into a dire boar, causing the horse to throw Mads to the ground. Corwin kills two Barbarians with Ice Storm and dodges another. Scully angrily looses arrows, while Tempestade unhorses one Wolfen and kicks him.

The Wolven hit Hamfast and Tempestade and badly hurt Scully. Giacomo drops Tempestade’s opponent with a Lightning Bolt, and Corwin finishes off Mads. Scully claims a tooth and the tail of one Wolfen as trophies and a warning to other would-be slavers.

Hamfast says the corpses should be left for the carrion fowl as his friends search the steeds. Each one has a masterwork saddle, and the warriors had chain shirts, spears, hand axes, and long swords. The group also finds two short bows, 40 arrows, 140 silver coins, 200 crowns, and 10 platinum pieces.

Now with horses, the expedition continues toward Gisar. That night, Elsa castsGrove of Respite for shelter, food, and rest. Saddlesore Hamfast and inventive Rhys take the first watch as the moon comes out from behind light clouds.

Corwin and Scully, with her owl Owlicious, take an uneventful second watch. Elsa Wild Shapes into dire ape form to watch with her winged cat Penryn and Tempestade. Giacomo studies tattoo magic, aided by his homunculus familiar Gerald.

Elsa and Tempestade hear children’s voices in the tall grass around their camp. Elsa walks to the edge of the grove, while Tempestade wakes the others. Giacomo successfully Detects Evil and warns his companions.

Hamfast turns over in his bedroll, and Rhys readies his clockwork devices. Scully casts True Seeing and finds that the children are actually doglike reptilian Kobolds. The small humanoids turn down Elsa’s offer of food, as the fears of a trap are reversed. They disappear into the grasslands.

The next day, the party sees the ruined outer walls of Gisar, a long-suffering city plagued by Barbari tribes and the Undead. Rutted streets wind through crowded neighborhoods of narrow houses. The mostly human population wears drab clothing and avoids direct eye contact.

Giacomo reminds the Corwin that the locals don’t like arcane spellcasters. Hamfast recommends staying near the Mahadi Racetrack, where a restless crowd cheers on a polo match using someone’s head. As “Gareth Greywind,” Corwin pays 10 crowns to stable and feed the horses for a week.

Hamfast, Scully, and Elsa buy beets, cabbage, and turnips on their way into the port, but Tempestade tenses up as they pass a slave market. The group passes saloons, shrines, and vacant shops.

A map from the “Seekers of Lore” from Thadenis indicates that there is a way beneath the House of Xia to the ruins of the local Magisterium (magic school/library) and the magical obelisk.

Corwin, Elsa, and Rhys argue in favor of immediately entering the sewers. Giacomo, Hamfast, and Scully want to scout out the area, which includes a temple to Tiamat guarded by Draconians, but the others say that’s looking for trouble.

Tempestade ultimately decides to head straight to the obelisk. The spelunkers hide Rhys’ chest with a Stone Sphere, and he and Scully agree to travel with Tempestade through the portal, even as their companions prefer to stay behind.

Vistel’s Expedition makes its way to an alley between the House of Xia and the Angkir’s Oars bar, where a sewer spills into the Bedoni River…. Meanwhile, far to the northeast, a new band travels on the Balef River….

Drew, I hope that you and everybody else enjoyed your first regular session as “Rhys!” Don’t forget to keep your characters up to date on Obsidian Portal, especially as we approach “name level.”

I look forward to continuing our adventures next Monday, June 2, before we wrap up Jason E.R.’s “Glassworks: the Devil’s Den” superhero scenario and begin Bruce’s Pathfinder: “Eberron/Reign of Winter” miniseries.

“Vanished Lands: A New Dawn” Session 40.19 — “Everybody hates Wang Tung tonight”

Fellow role-players, here are my notes for “Vanished Lands” Session 40.19, which was held on Sunday, 25 May 2014:

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

Player Character Party 40 in Gene D.’s Vanished Lands: A New Dawn” Asian-style telecom campaign, using the D20 Basic Fantasy Role-Playing Game and Advanced Dungeons & Dragons (1st Ed.) Oriental Adventures, plus house rulesSkype, and an online dice roller, as of spring 2014:

  • Souji Nobuto ‘Sonny’ Yoshimitsu [Beruk A.]-male Shengtese Tian Kensai (eastern human weapon master) from a dishonored house in the Lion Clan, specializing in chain weapons; LNg, Lvl. 5
  • Toshiharu ‘Toshi’ Sembutsu [Byron V.O.]-male Shan Sao Wu Jen (eastern Halfling Wizard) from the Tiger Clan with a destiny; NGc, Lvl. 5
  • Ember Talon [Sara F.]-female Crane Hengeyokai Wu (shapeshifting Druid), actually a young gold dragon banished from the Celestial Court; NGl, Lvl. 5
  • Saigo Kasugi [Bruce K.]-male Bamboo Spirit Folk Samurai (eastern Sylvan Elf Cavalier) discreetly serving his daimyo; LNg, Lvl. 5
  • Soske’ Tiatoshe [Geoff C.]-male Shengtese Tian Shukenja (eastern human Cleric), priest of Shang-ti and animist from the Phoenix Clan, prophesied to do great things; LNg, Lvl. 5
  • Moon Jung-mo [Dexter V.H./absent]-male Nannuattan Ninja (Msamaki, eastern Dark Elf Assassin) who has left the Shadow’s Claw clan and is posing as a River Spirit Folk Yakuza (eastern Grey Elf Rogue); LNg, Lvl. 5

“29 to 30 April 1227 B.C.E.:” In Sogewa, the capital of Tong Sheng, the diplomatic escorts learned more about threats to the realm. Jung-Mo, Sonny, and Ember accompanied Gokuri emissary Lady Yun Aei-Yong as she visited the heads of various human clans. Toshi and Saigo watched the guest quarters of Zu Ji, crown prince of the Shang empire.

Soske’ consulted more priests on the sources of recent chaos and Undead attacks. Jung-Mo and Ember shared their secret identities over dinner, Toshi fought a Nezumi Ninja disguised as a raven, and Saigo overheard suspicious talk among Zu Ji’s mercenaries.

Shengtese human Sonny leaves Lady Yun with Spirit Folk Jung-Mo and Draconian bodyguard Oh Kum-Ja. Shan Sao Toshi sends messengers to ask his companions to regroup at Silado Palace.

Bamboo Spirit Folk Saigo is worried about a potential assassination plot involving the prince. Hengeyokai Ember receives Toshi’s message, but Shengtese human Soske’ is waylaid by his cousin Yao-Ren Hu and other relatives.

They ask Soske’ about his visits to various temples, where he has been asking about hauntings and disorder in the countryside. The Shukenja reassures his family members that he will get to the source of any problems and avoid dishonoring them.

Soske’ shares his visions of strife and bloodshed, and Saigo recommends that the travelers stick together. They visit Gen. Wang Tung, who once fought alongside Saigo’s grandfather Shinso, and find him beating a shinai against a tree trunk.

Samurai Saigo introduces his friends, but Wu Ember is distracted by a koi pond. Wu-Jen Toshi follows court protocol and bows. Soske’ talks about all the monsters they have encountered on the way to the city, and Gen. Wang acknowledges that this is more than what’s expected after a war’s end.

Kensai Sonny suggests that the unrest, as well as the pending truce with Gokuri, could undermine Emperor Zi Zhao’s “mandate of heaven.” Gen. Wang agrees to arrange a private audience with Duke Kou Fei Seng, ruler of the province.

Sometime later, the adventurers meet Gen. Wang at a side door. He gives them hooded robes to further hide their entry and leads them away from lavishly decorated halls to winding passages.

Weapon master Sonny leads the way, followed by Druid Ember and Cleric Soske’. Knight Saigo accompanies the aged general, and Wizard Toshi casts Lightand brings up the rear.

Sonny steps on a loose ceramic tile, and the walls begin closing in, aggravating Ember’s claustrophobia. He jumps back. Gen. Wang tries to shove Saigo into the others and to flee down a side corridor.

Ember watches the narrowing hallway, and Soske’ casts Remorse on the general, who falls to his knees and apologizes to Saigo for trying to kill him. Surprised and angry, Saigo asks Gen. Wang how to disarm the device.

Toshi casts Wall of Ice to slow the squeeze. Sonny reaches for a lever that opens a trap door to escape. The party grabs the general and slices down the chute, finding itself in an empty laundry room beneath the palace.

Saigo disarms Gen. Wang before he can commit seppuku. The traitor mentions getting Shinso “out of the way” and a plot to exploit the growing chaos to advance military interests. The general says that he couldn’t allow Saigo and company to warn the duke. The demihumans are disturbed to learn that Saionji Yoshio, the Zedu ambassador, may be in on the scheme.

Toshi and Sonny tie up and gag Gen. Wang and stuff him into a closet, and the group agrees to find Kou Fei Seng immediately. Toshi casts Camouflage to scout ahead in the sprawling palace and summons a grumpy air elemental to lead the way back to the suface.

The would-be heroes bluff their way past heavily armed and armored guards to cross ramparts and get into the duke’s residence. They find him in a parlor, surrounded by official scrolls and maps.

Earth Kingdom palace from "Avatar: the Last Airbender"
Inside the palace

Saigo tells tired Kou Fei Seng about how Gen. Wang and others have conspired to keep him from learning about problems around Tong Sheng. Toshi describes the Ninja he fought and suspicious activities among the relatively small band of mercenaries who arrived with Prince Zu Ji.

Kou Fei Seng explains that the prince will be taking control over Sogewa, and by extension, the rest of the province. Sonny and Ember realize that Lady Yun’s peace overtures and the clan rivalries they have observed only complicate matters. The duke says he will question Gen. Wang himself.

An army is marching from the east to the provincial capital, says Kou Fei Seng, but he doesn’t know whether it’s Zu Ji’s proper escort, a barbarian horde, or some other force. Since he can’t trust his own soldiers, the duke asks the group to scout and report directly to him, even if he’s no longer in charge when they return.

Soske’ casts Sustain and Endurance so that the duke won’t need to eat or drink for the next two days, helping him to work through the night and avoid poison. The priest then casts Commune With Greater Spirit with help from Ember.

An avatar of Hotse Mar, god of war, appears. Soske’ asks if the approaching army is bringing a fight to Sogewa. The divine manifestation says, “No, but it intends to finish one.” The mortals ask who plans to begin the battle, and the avatar replies “one of divine blood.”

Saigo says that disorder is rising and asks whether Gen. Wang or his co-conspirators know its source. Hotse Mar replies in the negative. Neither does Lady Yun, although she and the others are likely trying to take advantage of it. The fierce lord of war fades from sight, leaving the duke shaken but determined.

Ember, Sonny, and Saigo tell Kou Fei Seng that they will scout out the approaching army for him, as long as Lady Yun is watched and protected. Toshi and Soske’ reluctantly accept their destiny to do great things. The wanderers slip out to their quarters to pack for their next mission….

We missed you, Dexter. Byron, let us know when and if you’ll be visiting the Boston area. Those of you who are local, remember that I’ll probably be running the “Vanished Lands: Vistel’s Expedition” game next Monday.

Since our parties will be leveling up soon, remember to make sure that your character records are up to date on Obsidian Portal. I now have my hardcopy of TianXia: Blood, Silk, and Jade, so I’ll be allowing aspects and stunts from that Kickstarter project, but you should be familiar with FATE Core.

“Vanished Lands: Vistel’s Expedition” Session 39.38 — Temple run

Fellow role-players, here are my notes for “Vanished Lands” Session 39.38, which Brian W. hosted in Newton, Mass., on Monday, 5 May 2014:

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

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

“Vistel’s Circus,” Player Character Party 39 in Gene D.’s ” Vanished Lands ” heroic fantasy campaign, using the D20 Basic Fantasy Role-Playing Game and FATE 3e Legends of Anglerre, as of spring 2014:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; with homunculus familiar Gerald; NGc, Lvl. 8
  • Hamfast Hammerfist [Brian W.]-male Zeda (proto-Germanic) human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 8
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 8
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 8
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with Banuq (winged cat) Penryn; NGc, Lvl. 8
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 8
  • Radius [Jason E.R./departed]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 5
  • Sir Torrel [Alex W./Drew S.]-male Hifalendorin human Paladin of Otih, the lord of the sun and justice; LGn, Lvl. 7

“3 to 4 March 1227 B.C.E.:” “Vistel’s Expedition” ventured further beneath the volcanic Mt. Tilefa on Salhonif Island, encountering Wights, dracosaurs, and an insane cultist as it searched for safety and a diabolical contract.

The group rests in Tychon Doomdreamer’s hidden rooms. Giacomo studies spells, and his homunculus familiar Gerald offers to prepare meals. Hamfast keeps watch, and Scully attends to her owl Owlicious and Elsa’s winged cat Penryn.

Tempestade reminds Sir Torrel of his plan to free fellow slaves from his former plantation. The adventuring party had traveled to a Temple of Elemental Evil inthe Zarendo Islands as a step in his quest.

In return for promising to liberate Efreeti (fire spirit) Lady Shadira from her bonds to a devil, the Djinni Tarzu in Falit told Tempestade how to use an obelisk in the port of Gisar to travel through time to Brazil.

Corwin tries to assess the team’s current capabilities, and Elsa argues in favor of heading to the temple at the top of Mt. Tilefa. Pit Fiend Schm*ckF*ck corrupted the portal of commerce between Elementals and people on the Prime Material plane of existence to build a cult around himself.

However, Ranger Scully points on a map to show that it’s possible that the would-be heroes have already passed the tablets used by the Baatezu to enslave various people. There are unexplored tunnels on the level with an arboreteum and a so-called nursery. Giacomo casts Wizard Eye to explore.

The mage follows the pit from the dracosaur lair back down to a level with unholy shrines and a library. A spiral staircase leads past two gargoyles and floating, spherical monsters to the garden level, which is above an underground river and a secret entrance from the besieged city-state of Selifa.

Giacomo perceives a room lined with tiles that could be the contract tablets. Fighter Hamfast and Paladin Torrel watch for other minions of Schm*ckF*ck. Monk Tempestade impatiently waits, and Druid Elsa Wild Shapes into a dire ape.

Meanwhile, Corwin experiments with a magical brass doorknob that he used to enter Doomdreamer’s chambers. The Bard exits, puts the knob on the concealed door, and twists it the other way. The door now leads to a fiery scene with flaming humanoids and lumpen slaves. The others pull him back.

Elsa and Sir Torrel are not afraid of directly confronting the Pit Fiend, but they are eventually outvoted. Scully finds a narrow passage leading down, and the onetime circus performers descend through volcanic tunnels.

Nimble Tempestade leads the way, followed by Sir Torrel with his large shield. Corwin and Elsa (now in dire badger form) crawl behind, followed by Giacomo, Hamfast, and stealthy Scully. They pass around a few cultists’ cloaks for disguise.

The passages widen, and Giacomo and Scully recognize the garden level. Corwin finds and disables oil and deadfall traps and recommends that the party take the left at each intersection. This eventually leads to rooms full of Ogre guards.

When one steps into the hallway to relieve himself, Corwin casts Charm to learn more. Earl says that he is stationed with Splitnose, Bone Tongue, Thunderbutt, and Pisslips. They recently dug into graves. Corwin tells Earl to get his friends and check for intruders. The burly but dumb Ogres leave their post.

The spelunkers quickly search the Ogres’ room. Giacomo casts Detect Magic, and Hamfast readies his hammer. Scully has to hold her snout from the smell, and Tempestade and Sir Torrel listen for returning sentries. Corwin and Elsa find a secret door and hasten their companions through to another corridor.

The wanderers pass through an old Zarendo crypt without incident. A few more winding passages and staircases later, they find a set of double doors. Scully looks through the Lens of True Sight and sees that two people have been magically imprisoned in the metal doors.

Tempestade wants to free them with a wand of Dispel Magic, but Giacomo notes that they may not be friendly and that unarmed civilians wouldn’t survive long this deep in the temple complex, at least as long as Schm*ckF*ck’s followers are around.

Beyond the doors is a ballroom with tapestries on the walls, ornate rugs on the floor, and a large chandelier. Scully again uses the magical monocle and instead sees mosaic tiles and a Beholder kin instead of the chandelier!

In the Temple of Elemental Evil on Mt. Tilefa
Beholder battle

Half-Elf Corwin casts Disintegrate, but the Eye Tyrant shrugs it off. Zeda human Hamfast charges with his maul, and Hill Dwarf Elsa hurls a Spear of Purity. Hifalendorin human Sir Torrel draws his sword but misses.

Tempestade launches into a flying kick, and Hifalendorin Giacomo successfully casts a maximized Magic Missile, badly wounding the Beholder. Flind Scully shoots an arrow with Silence on it so the creature can’t cast spells.

The Beholder grazes Hamfast with an electrical blast and fires a Ray of Frost from one eyestalk at Tempestade. Corwin responds with Lightning Bolt, and Hamfast hits the gasbag again. In hummingbird form, Elsa partially blinds it with Color Spray.

Sir Torrel misses, but Tempestade uses his Ring of Jumping and Boots of Spider Climb to get on top of the globular monster. He disables one eyestalk, as Giacomo casts another Magic Missile, slaying the Beholder.

Giacomo sends Gerald to retrieve some of the smaller eyes for spell components. Scully explains what she saw, so Corwin uses the wand of Dispel Magic to remove the illusory tapestries. Elsa and Sir Torrel help heal Hamfast and Tempestade.

The investigators pull a few tiles of the wall and confirm that they are inscribed with the names of Schm*ckF*ck’s thralls in various languages. Tempestade and Sir Torrel hate slavery and want to destroy the tablets, but arcanists Giacomo and Corwin demand more time to study them and maybe use them as bargaining chips with the devil.

Giacomo casts a locator spell and tells Tempestade to retrieve Lady Shadira’s contract from high on one wall. Despite everyone’s objections, the Barbari human smashes the tile with a high kick, raising an alarm. Another Beholder arrives with fire Elementals, gargoyles, and Ogres!

As the Pit Fiend and other devils arrive, Giacomo and Elsa scramble to castteleportation spells for a hasty retreat. Vistel’s Expedition finds itself back on Tarvulis Isle, about 300 miles from Salhonif Island.

Drow Wizard “Vasec” [Alex J./Non-Player Character] isn’t happy to learn that the travelers have stirred up trouble at the Temple of Elemental Evil and come directly to him. He warns the visitors that they have made a powerful enemy. Still, the archmage scrys to verify that Lady Shadira has been released from Shambling Mound form.

Giacomo, whose tattoo of the “Mad Mage” Ezra was uncovered on Tarvulis Isle, warns his colleague to be ready for an attack. Hamfast looks forward to returning to Gisar, where Vasec’s pseudodragon familiar Tequila had given him a preview of the barbaric city. “It’s everything I ever wanted,” he says, even if it is ruled by Undead.

Scully returns the Lens of True Sight to Vasec and gives the handful of tiles that she was able to grab to Zarendo human shaman “Tondra” [Rob A.S./N.P.C.]. Despite his brush with death and being yelled at by Giacomo, Corwin, and Elsa, Tempestade is pleased to be one step closer to returning home.

Prince Corwin sends a message to Capt. Scarlet on the Foamrunner to ask the Sea Elven schooner to retrieve the team. Elsa considers setting up a long-distance communication network and says the group should get ready to fight the dreaded Ghost Fleet on the Sea of Nagendwa.

Sir Torrel announces that Otih, the god of the sun and justice, has other plans for him, so he bids farewell as Vistel’s Expedition prepares to sail to Gisar….

Welcome, Drew, to our group, and I look forward to helping you create your own P.C.! I hope our team returns to harmony as it begins the next phase of its journeys and begins looking ahead to “name level.” Let me know who of you will be available around Memorial Day.

In the meantime, I look forward to continuing the “Vanished Lands: A New Dawn” telecom campaign, wrapping up Jason E.R.’s “Glasworks: the Devil’s Den” superheroscenario, and starting Bruce’s “Pathfinder: Eberron” miniseries! -Gene

“Vanished Lands: Vistel’s Expedition” Session 39.37 — Hidden doors and dracosaurs

Fellow role-players, here are my notes for “Vanished Lands” Session 39.37, which Brian W. hosted in Newton, Mass., on Monday, 14 April 2014:

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

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

“Vistel’s Circus,” Player Character Party 39 in Gene D.’s ” Vanished Lands ” heroic fantasy campaign, using the Basic Fantasy Role-Playing Game and FATE 3e Legends of Anglerre, as of spring 2014:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; with homunculus familiar Gerald; NGc, Lvl. 8
  • Hamfast Hammerfist [Brian W.]-male Zeda (proto-Germanic) human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 8
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 8
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 8
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with Banuq (winged cat) Penryn; NGc, Lvl. 8
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 8
  • Radius [Jason E.R./departed]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 5
  • Sir Torrel [Alex W./departed]-male Hifalendorin human Paladin of Otih, the lord of the sun and justice; LGn, Lvl. 7

“1 to 2 March 1227 B.C.E.:” The infiltrators continued exploring the tunnels of Mt. Tilefa on Salhonif Island. They chatted with Gargoyles and Troglodytes, evaded traps and Ogres, and fought a librarian/sorceress. They also defeated flesh golems before resting, deep in a Temple of Elemental Evil.

The adventuring party recuperates from recent skirmishes in a dark vestibule. One passage has doglike figurines on pedastals and Walls of Force, another leads to a hexagonal chamber with a black orb, and the last leads back through a purple-carpeted passage with statues in alcoves.

Giacomo manifests a third eye to peer around, and Hamfast looks at three levers behind a curtain on one wall. Scully looks for illusions with the Lens of True Sight, while Tempestade keeps watch. Corwin dismisses Herme, the Girallon (four-armed gorilla) he had charmed, and searches for traps. Elsa also tries to decipher the switches.

Despite his companions’ warnings, Hamfast pulls on the left lever. A stone column rises out of the floor near the door to the hexagonal room. The middle switch raises a second column next to the door. The Zeda human resets the first two levers and pulls just the third, and a horn sounds.

As Gnoll Scully predicts, when the three levers are pulled from left to right, a portal appears between them, obscuring the unholy shrine with the dark cyst. Giacomo and Corwin step through first and are attacked by three Wights.

Half-Elf Corwin casts Fireball, damaging the Undead, but he is weakened by their chill touch. Hill Dwarf Elsa Wild Shapes into a bird of prey, and Hifalendorin human Giacomo destroys all three Wights with Magic Missiles.

Elsa flies up with a rope, and the group climbs out of a volcanic crater. Unfortunately, two huge reptiles are waiting for them — strange crossbreeds of dinosaurs (found in Salhonif Isle’s jungles) and black dragons!

Dragon-dinosaur crossbreed
Dracosaur

One dracosaur breathes acid, burning Hamfast and Scully. Tempestade uses hisRing of Jumping and Boots of Spider Climb to get on the monster’s back. Pious Elsa invokes goddess Mekkil (Gaia) for a Healing Burst to aid her companions.

Giacomo shields the team with a Wall of Force, and Corwin’s Disintegrate injures one of the creatures. Scully uses the Lens of True Sight to discern that the larger dracosaur is more like a dragon and the other is less intelligent. Hamfast swings his maul at the leg of the winged beast.

The dinodrag grabs Hamfast in its mouth! The Fighter narrowly avoids being swallowed whole by keeping the haft of his hammer in its jaws. The dracosaur with Tempestade on its back yells at the martial artist and claws at Scully.

Tempestade chokes the creature with his chain, and Druid Elsa Wild Shapes into an elephant. Wizard Giacomo casts Ray of Enfeeblement on the reptile holding Hamfast, slowing it. Bard Corwin defensively casts Mirror Image, creating four duplicates of himself.

Ranger Scully looses a volley of arrows, and Hamfast pulls himself clear of the toothy maw and backs up with a spear. The dracosaur strikes Corwin’s duplicates, as the dinodrag swings at Elsa. Tempestade continues choking the latter lizard and jumps clear when elephantine Elsa charges and knocks it down.

Giacomo successfully casts Paralysis on the dinodrag and Magic Missile on the dracosaur. Corwin hits with his sword and dagger. Scully shoots more arrows, and Elsa tramples her foe. Hamfast cooly finishes off the two creatures and claims some teeth.

Gerald, Giacomo’s homunculus familiar, removes the dead dinosaurs’ eyes, and Scully takes some hides. She and Sir Torrel attend to the wounded. Elsa spots a concealed door, and Corwin finds a polished stone set in brass like a knob on the opposite wall.

Corwin puts the knob on the door. The Saganim prince barely dodges a spike trap. A man wearing a horned helmet and a loose robe floats toward the spelunkers. He says that they will soon serve his master, the Pit Fiend Schm*ckF*ck, or realize their worst nightmares.

Before the cultist can cast any deadly spells, Elsa restrains him with Hold Person. Corwin ties a rope around the hovering man and pulls him down. Hamfast, Scully, and Tempestade help disarm Tychon Doomdreamer, and Giacomo tries to blind him with Color Spray.

Further interrogation reveals that Tychon is insane and homicidal, and Corwin dispatches him. The devil worshipper’s possessions include a censor and three balls of odiferious incense, a potion of Haste (given to nimble Tempestade), and enchanted full plate (+2, claimed by mighty Hamfast).

Cautious Giacomo puts 30 crowns (gold pieces) in the party pool, and Elsa studies an unholy symbol of a crescent moon or horns with a bloody spike. Perceptive Scully notes that the party still needs to find the contract binding Lady Shadira, an Efreeti trapped in Shambling Mound form.

Tempestade had promised to help free the devil’s slave as part of his quest to return his distant homeland via a magical obelisk in the barbaric port of Gisar. Corwin turns the knob to the left, and the door opens into a well-furnished room, probably Tychon’s quarters.

Giacomo ignores the tattoo of “Mad Mage” Ezra on his back and claims the bed for a nap. The others search a dresser and chest. They find 450 crowns, an ornate bracelet worth 240 g.p., and a potion of Darkvision. Corwin uses a wand of Dispel Magic to circumvent wards on a case containing scrolls of Commune, Heroes’ Feast, and Raise Dead.

Under a false bottom in one drawer, Scully finds the insane Cleric’s journal and a partial map of the volcanic warrens. Hamfast recommends resting in the room, which is hidden and defensible.

The spellcasters recommend trying to turn the knob the other way and find a passage leading to other parts of the Temple of Elemental Evil….

Alex, we miss “Sir Torrel,” but we wish you luck with work and your Saturday group! While I won’t be running the “Vanished LandsA New Dawn” telecom game this coming Sunday, April 20, I look forward to seeing some of you next Monday night.