“Vanished Lands” Update T3.23 — Leaving Alarn, again/Twigjacks

Twigjack
A Twigjack

Fellow role-players, here is my update for Session T3.33 of the latest adventuring party in my “Vanished Lands” heroic fantasy campaign setting. The teleconferencing team met on Sunday, 18 September 2011, and has been using Pathfinder, Skype, and an online dice roller.

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

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

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

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

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

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

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

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

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

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

>>”4 to 6 September 1229 B.C.E.:” Upon returning to the haunted hamlet of Alarn, the wanderers found slain knights, Unseelie Fey among buildings damaged by a summoned tornado, and Assassin Vines in nearby woods. They then regrouped at an outlying barn.

Asish recommends comparing the map of the borderlands that Digger had obtained for mysterious mage Octavius Karstus, now that the Ley lines hidden on it have been enhanced. The scouts compare the intersections, or Ley line nodes, to the positions of villages and abandoned hill forts.

Gawain and Kovar note that the nefarious kingdoms of Zuromm or Gokuri could exploit the old forts to destabilize the frontier between the Waletku kingdom of the Elves and the (proto-Western European) human kingdom of Hifalendor. Jovinda and Kazuo agree that Vappu Lahja and the Unseelie Fey would also be attracted to such nodes.

The group focuses on one pair of mystical currents. One supernatural stream runs from northwest to southeast, roughly from Alfendi to Kedetura, while the other runs from northeast to southwest, from Alfhileno to Nadwi, parallel to the Aspar River. The Ley lines intersect a few miles north of Alarn, on the way to the Sandia family farm.

Rather than deal with the Redcap in Alarn’s ruined chapel, the rodent of unusual size, or whatever is lurking in the “Mellow Mule” inn, the adventuring party rides northeast. Ranger Asish helps his companions ford the Aspar River.

While hiking through high grass, Monk Kazuo hears the jingle of armor, and the group halts and quietly dismounts. A Halfling mercenary from Tarken, Digger’s hometown, breaks camp while chatting with a female Centaur. Wary of followers of Vappu Lahja, the team of six waits for them to leave before continuing its ride.

Rather than have everyone visit the Sandia homestead and potentially offend the peasants, Jovinda goes alone. The priestess of Mekkil recognizes the field hands from Alarn she had met previously and is greeted by Daisy, granddaughter of family matron Violet. Jovinda enters the main farmhouse as her allies watch from a safe distance.

Alyssa angrily calls down from an upstairs nursery to ask about Kazuo, “the only person who ever understood me.” Daisy says that childbirth has not improved her cousin’s disposition, although Violet is still more charitable toward her heir.

Other than the Centaur attack that Jovinda and her friends helped repel a month before, the farm has escaped Alarn’s fate. Violet explains that she “has an arrangement” that somehow keeps monsters away from her kin. The Half-Elf excuses herself to the outhouse, where she covertly casts Detect Evil.

The Cleric senses malicious intent coming from the nursery and politely declines Violet’s offer for her group to stay the night. Jovinda rides Wyth-Amoi back to her fellows, whom she informs of the strangeness at the Sandia homestead. Nezumi Kazuo is not surprised. As promised, Jovinda delivers some of the horses left behind in Alarn by the deceased Paladins of Urda and Otih before departing.

The setting sun casts long shadows as the travelers continue north toward the faerie rings that Jovinda had previously encountered. However, they find the edge of the Wisalef Forest difficult to pass through because of overgrown underbrush and brambles that they don’t remember. Kovar senses evil all around them.

Eight small stick figures emerge and surround the party! Asish whistles to his dog Genghis to guard Jovinda, as the tiny humanoids spray the Tsucharim rider with thorns. Kazuo hits one with a Stunning Fist, but Jovinda’s first arrow misses.

Digger readies his sling staff, and Illusionist Gawain identifies the Twigjacks as Unseelie Fey creatures. Kovar maneuvers, but the armored Half-Orc Paladin of Mithras finds the no easy trail for the horses to retreat.

Asish fires cold steel arrows, eventually destroying two of his foes. The Twigjacks press their attack, wounding the intruders with splinters. Kazuo unleashes Flurries of Blows, shattering another opponent, and Jovinda casts Shield of Faith on herself and Guidance on Kazuo.

Although Digger’s first sling stone goes wide, his Deadly Teamwork with Kazuo is successful, and the Halfling helps fell another rogue Fey. Gawain’s Color Spray spells stun some of the Twigjacks, and he casts Bull’s Strength on Kazuo.

Archer Asish badly damages the remaining ambushers, which badly injure his horse Onimusha. As martial artist Kazuo drops a fifth Twigjack, Jovinda invokes Mekkil for a Cure Light Wounds on Digger and to channel positive energy, healing all combatants.

Digger maneuvers to flank with Kazuo, and Gawain casts Aid Another and Bull’s Strength on the nimble Rogue. Jovinda casts Resistance on Asish, who refrains from using flames against the stick folk because he fears igniting the forest. The three remaining Twigjacks flee into the dense thorns.

Gawain and Digger pick up some branches left behind for later study. Perceptive Asish eventually deciphers them as a map of nearby caches of scavenged treasure. It includes a longspear and heavy wooden shield, probably taken from one of the knights’ men at arms; a bird Feather Token; and 250 crowns (gold pieces) in assorted coins and gems.

Jovinda notes that the Elves of the Seelie Court in Alfhileno and Alfendi had also offered money for scouting various threats in the borderlands. The group hastily finds a spot to camp for the night before venturing deeper into the forest…

Despite another slow start and a late and abrupt ending, I enjoyed seeing all of you online for the game. Since I’ll be traveling again this coming weekend, and Paul, Byron, Sammy, and Taum won’t be available on Sunday, 2 October 2011, our next session probably won’t be until Oct. 9. In the meantime, please take advantage of the Google Groups message board!

The FATE 3e Starblazer Adventures/Bulldogs: “Vortexspace opera teams will also continue in October. Take it easy, -Gene

“Vanished Lands” Update T3.32 — Redcap and vines

A 3-D landscape
Enchanted woods

Fellow role-players, here is my update for Session T3.32 of the latest adventuring party in my “Vanished Lands” heroic fantasy campaign setting. The teleconferencing team met on Sunday, 21 August 2011, and has been using Pathfinder, Skype, and an online dice roller.

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

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

>>Telecom party Player Character roster, as of late summer 2011:

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

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

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

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

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

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

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

3 to 4 September 1229 B.C.E.:” After finding Paladins of Otih and Urda slain near Alarn, the adventuring party regrouped at a barn on the outskirts of the Hifalendorin (proto-Western European) human hamlet. The holy warriors had been sent ahead from the city of Nadwi.

Rather than disturb the scarecrow-like corpse constructs, Kovar, Jovinda, and Kazuo boldly decide to explore the abandoned community for clues to the whereabouts of the missing knights and peasants.

Scouts Digger and Asish ride out to check the perimeter and outlying farms for the spellcaster who recently summoned a tornado against them. Favelhorn and Gawain quietly study their arcane tomes and watch the steeds.

Armored Kovar notices relatively recent tracks in Alarn’s muddy streets, and Nezumi Kazuo keeps a wary eye (and nose) out for trouble. Jovinda spots a small demihuman running toward the ruined chapel, and the Grugach and her companions give chase.

As sunset lengthens shadows on the northern Plains of Sathendo, Jovinda casts Light on an acorn and tosses it into the temple. A wizened, bearded man about two and a half feet tall with a long, pointed cap growls in response. “Go away!” he says. “This is mine now.”

Undeterred, the Cleric of Mekkil, goddess of nature, enters the defiled shrine as Kovar dismounts and enters from the rear. Jovinda recognizes the creature as a Redcap, a murderous Unseelie Fae. He doesn’t give his name, but he sees Half-Orc Kovar and assumes that he’s in charge of the Half-Elf. Kovar wonders whether the fellow is something between a Gnome and a Goblin.

“Are you part of reinforcements?” the unnamed Redcap asks. Monk Kazuo notices that the Gnome-like man wears metal-tipped boots and has joined two sickles with a chain, like a kusari-gama. Wily Kovar plays along with the Redcap, trying to get more information, while priestess Jovinda notices smashed holy symbols on the dusty floor.

The trio manages to depart the desecrated chapel without a fight and continues walking through the village. The “Mellow Mule” inn is among the buildings left untouched by the tornado, but Jovinda resists the temptation to confront whoever she sees moving inside.

Kovar, a Paladin of Otih, lord of the sun and justice, believes that the inn may be the headquarters of an invading force. Kazuo notes, however, that no links have yet been found to secretive mage Octavius Karstus, the nefarious kingdoms of Zuromm and Gokuri, or the mysterious Vappu Lahja.

At the edge of nearby woods, Kazuo spots movement. A rodent of unusual size (no relation to the Nezumi) lopes away from abandoned Alarn. In an attempt to reconstruct where farmers or knights would have fled from the haunted inn, the Paladin, Cleric, and Monk enter the darkling woods.

Jovinda finds broken branches, and a little farther north, Kazuo sniffs human sweat of fear on shreds of clothing. The trees loom over the winding path, blocking out the emerging stars, and roots and rocks jut out from the damp earth.

Digger goes to check on those at the barn, while Asish follows his friends’ footprints into the edge of the Wisalef Forest. The Tsucharim Ranger whistles to his dog Genghis as he cautiously guides horse Onimusha through the scratchy branches.

Asish rejoins Kovar, Jovinda, and Kazuo just as they find another sign of refugees from Alarn — a shiny sliver of silver that turns out to be a bracelet around a wrist bone wrapped in roots. Jovinda is unable to explain how thick plants could have grown around a corpse in only a few weeks.

Her question is soon answered when grasping branches and vicious vines reach out in attack! Asish hops back into the saddle, recognizing the Assassin Vines from his servitude to the Nannuattan (eastern Dark Elves). Jovinda casts Shield of Faith on Kazuo and is given a hand up to Onimusha.

Kazuo launches a Flurry of Blows, and Kovar draws his masterwork longsword and also backs up from the writhing roots. Leafy tendrils and clod-covered roots whip at the group. One woody tentacle grabs Jovinda’s ankle and pulls her from Onimusha!

Asish turns his horse around to grab Jovinda, but Onimusha is slowed by the entanglement. Kazuo leaps in to help his fallen ally before she is strangled, and Kovar slices the vine with his sword but is smacked in return.

Jovinda clears a path with Wood Shape, and Kazuo and Kovar follow. The Paladin lays on hands, but the fleeing foursome is unable to escape injury from the carnivorous plants. As they bind their wounds by torchlight, Asish recommends returning to the barn rather than spend the night in wilderness full of feral monsters…

After last month’s hiatus because of summer travel, it was great to see most of you! Dexter, Paul, and Rob, we still missed you, and note that Paul and Sammy & Taum won’t be able to attend some upcoming sessions. How does Sunday, 28 August 2011, look for each of you? Byron, I’m glad that you were eventually able to join us, but please try to let us know in advance of any future delays.

We still need to discuss alternate times and games, but in the meantime, to keep the current campaign going, I’ll be lowering the bar to three players for quorum, exploring Google+, and working on backup scenarios. Like the FATE 3e “Vortexspace opera, we should be able to overcome future scheduling disruptions with a little forethought and communication. Take it easy, -Gene

“Vanished Lands: Holy Steel” update — the quest for Faelonia resumes!

Map from "Time Bandits"
The Chaos Wars -- "Time Bandits" map

Fellow role-players, here are my notes for the latest “Holy Steel” session, which was held on Tuesday, 5 July 2011. My long-running “Vanished Lands” heroic fantasy campaign currently uses Pathfinder, Skype, and an online dice roller.

In one ancient world, there was a region where strange majicks and demihuman races thrived. In the “Vanished Lands,” travelers became adventurers, and adventurers strove to be heroes in the face of many perils and wonders….

>>Player Character roster for “Holy Steel” miniseries, summer 2011:

-“Faelonia Telcontar” [Dexter V.H.]-female Drow Ranger (western Dark Elf Beastmaster), ambassador for the Waletku and Zeda kingdoms and champion of Mekkil and Vulkan, with wolf companion Facon and Heart Bow (artifact) Dalis; NGl, Lvl. 16

-“Rellim Dorathan” [Mark M./Non-Player Character]-male Quelanthi Fighter/Cleric of Aerdary (High Elf: Labelas), friend of Faelonia; CGn, Lvl. 6/6

-“Milos Valoren” [Beruk A.]-male Barbari human scout [Rogue/Fighter/Gatecrasher from Ted A.H.’s D&D3 “Solar Gods: the Ether Wars”], former “Liberator” and “Dragonslayer”; CGn, Lvl. 10/3/3

-“Nialla Burkin” [N.P.C.]-female Suthern human Qedeshot/Battle Dancer (proto-Arabic Bard/Monk), former crewmember of the Dragon’s Bane and follower of Milos; NGc, Lvl. 8/1

-“Ibrahim al-Sufaia” [Byron V.O.]-male Suthern human Ghazi/Khery-heb (Egyptian Paladin/Wizard) of Isis, former “Dragonslayer” and bearer of custos (enchanted khopesh) Akhu; LGn, Lvl. 13/3

-“Arianna Leafsplitter” [N.P.C.]-female Sylvan (Wood) Elf Druid, follower of Ibrahim; TNg, Lvl. 9

>>”1 April 1229 B.C.E.:” Faelonia and Rellim had followed emissaries of the nefarious kingdom of Zuromm from the court of Pharaoh Ramses II. Their pursuit into the desert west of Pi-Ramesses and the Nile Delta led to a confrontation with chromatic dragons and other foes….

After their successful mission to Khemet (New Kingdom Egypt), Ibrahim, Milos, and their followers had returned to Hesolin, capital of the (proto-Western European) human kingdom of Hifalendor. The (D&D4e) “Faith-Based Initiative” was retrieving relics for the barbaric Gusorin Confederation, and a new band of adventurers (“Pathfinder” telecom team) would soon meet in the northwestern borderlands.

Metallic dragons Quenamun and Thilgatha/Rhiannen told Ibrahim and Milos that they had called in favors in the Celestial Court to learn that Faelonia was trapped but otherwise unharmed on the Astral Plane. Ibrahim reassured Faelonia’s assassin husband, “Shea” [Peter D./N.P.C.], that he would find her.

Sometime later, Faelonia, Milos, and Ibrahim awaken. They don’t know where they are or how they got there. The Drow Ranger, Barbari Rogue, and Suthern Paladin are surprised to find themselves unarmed and unarmored. Faelonia is annoyed to again be without her weapons, and Milos peers from the rock they’re perched on at small lights around them.

Ibrahim casts Detect Evil and senses malicious intent in all directions. Faelonia tries to telepathically contact her wolf Facon and Heart Bow Dalis, but they reply as if from a great distance and are unable to help her. Milos realizes that they’re on a rock about 100 feet away from other floating rocks, many of which have campfires on them.

Akhu, Ibrahim’s custos, also seems far away. The holy warrior of Isis, goddess of magic, deduces that he and his allies are in the sea of Elemental Chaos. Milos is skeptical about his surroundings and jumps! The Gatecrasher doesn’t need his Ring of Featherfall and reawakens surrounded by giant webs.

After Milos leaps into the dark, Faelonia and Ibrahim see a rider charging at them from another floating rock. The flaming hooves and skull of the Nightmare illuminate the plate armor and terrible visage of a Death Knight. Faelonia casts Summon Nature’s Ally, and a giant eagle grabs her in midair.

Rather than face the Undead Blackguard alone, Ibrahim also jumps to find himself somewhere else, surrounded by webs. He greets Milos, but Faelonia is still asleep and twitching. Huge spiders close in on the trio, whose followers are also entangled.

Back in his armor, Ibrahim draws Akhu and casts Daylight, briefly blinding the arachnids. Milos uses acid and daggers to cut Faelonia, Rellim, Nialla, and Arianna free. The grateful Ranger casts Mass Invisibility with Dalis to buy more time. Faelonia also attends to Facon and Milos’ exalted cat, and she doesn’t Detect Undead in the area.

Unfortunately, groggy Rellim, Nialla, and Arianna can’t recall how they were reunited, either, so Faelonia prays to her patron deities, Mekkil and Vulkan. The Divination reveals that they are in the outer plane of Pandemonium, near the Abyss. Ibrahim believes that devils such as Asmorath Malvolus are responsible.

Before they can be bitten, Faelonia uses the Heart Bow to Plane Shift herself and her companions to the Beastlands. Ibrahim is relieved to see grass and trees rather than flames and gloom, but Milos would prefer to be back on the Prime Material plane of existence. He checks his gear and cat.

Large lions approach, alarming the humans and their animals. Faelonia communes with the beasts, who welcome them to the realm of Krigala, the first layer of the Happy Hunting Grounds. The lions begin to lead the visitors to their lord Nobanion, but Elf Rellim tries to disbelieve.

Wary Milos asks Nialla how they were brought together in the first place. She says the physical trap in Pandemonium and the mental trap in the Elemental Sea could have been set for them. Ibrahim Detects Scrying, and Druid Arianna is happy to pet the lions. As the wanderers stroll, they hear sounds of battle!

Milos stealthily scouts ahead. He sees leonines and centaur-like Wemics being attacked by Death Knights riding Nightmares, similar to the vision in the primordial chaos! Faelonia casts Magic Circles vs. Chaos and Evil through Dalis, and Ibrahim defends the followers and ignites his sword and shield. Milos is reluctant to get involved, but Faelonia and Ibrahim exchange glances and prepare to charge….

I’m glad that we were able to play, despite short notice and the usual scheduling snafus and delays. While the main teleconferencing game and the Boston-area FATE 3e Starblazer Adventures: “Vortexspace opera are on hiatus this month, there may be opportunities for other one-shots. For example, Dexter is willing to run a D20 Star Wars: Saga Edition scenario, for which I don’t need to be present (although I wouldn’t mind participating if I had the time).

In the meantime, I hope that everybody had a good Independence Day weekend, and stay in touch! -Gene

“Vanished Lands” Update T3.31 — Horseflesh and twister

"Pathfinder" RPG wallpaper
Fantasy RPG iconics

Fellow role-players, here is my update for Session T3.31 of the latest adventuring party in my “Vanished Lands” heroic fantasy campaign setting. The teleconferencing team met on Sunday, 26 June 2011, and has been using Pathfinder, Skype, and an online dice roller.

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

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

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

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

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

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

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

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

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

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

1 to 3 September 1229 B.C.E.:” While riding north from the Hifalendorin (proto-Western European) human city of Nadwi, the adventuring party defeated a band of werewolves. The group agreed to ride on for a few more hours before looking for a defensible campsite.

Cautious Kovar casts Detect Evil but finds none nearby. Sniper Asish forages for wolfsbane, and distracted Jovinda prays to Mekkil for guidance and sleeps in a tree. Kazuo’s keen Nezumi nose notices a stench from someplace nearby. Gawain and Digger happily curl up under their blankets after another night’s study.

During their watch, Kazuo and Kovar go to investigate the smell. They find the dismembered corpses of humans and horses piled up. The nonhumans wake their companions, who decide take a closer look in the morning.

Kovar recognizes some of the surcoats as belonging to knights of Otih, god of the sun and justice, who had set out a few days ahead of the party after being warned of the haunted hamlet of Alarn. Asish finds tracks of werewolves and demihumans, possibly Elves, at the skirmish site.

Jovinda verifies that the men were killed a few days before in battle, and Kazuo keeps a lookout for whomever or whatever murdered them. Illusionist Gawain detects no magic, and scholarly Digger finds little of value among the slaughtered.

Paladin Kovar recalls seeing similar horrors at the “Mellow Mule” inn in Alarn, and Kazuo believes that the rending of the victims limb from limb is meant to be another message. Grugach Jovinda notes that members of the Unseelie Court could be responsible. Asish helps bury the dead.

After another day’s ride across the wide Plains of Sathendo, the travelers pitch another cold camp (without a fire). Asish and Jovinda hear Elven music, but their fellows hear only birdsong. The Tsucharim Ranger and the Cleric of the nature goddess manage to resist temptation rather than wander off. Jovinda asks Kazuo for help with mental focus, but the Monk explains that his disciplines take years to master.

The next morning, the skies darken with thunderclouds as the team approaches Alarn. Asish finds an outlying barn and proposes making it a base of operations. Apparently, others had a similar idea, because he and Kazuo find restless horses. They are the steeds of Paladins of Urda, lord of the sky, dispatched from Nadwi after their audience with the city council.

Jovinda assesses the animals and find that they have been left for a few days without fresh water or grooming. Kovar recommends setting the horses free, but fellow equestrian Asish prefers leaving all the steeds in the barn for safekeeping. However, wind and hail soon herald a new threat — a descending funnel cloud!

Kovar watches the tornado approach Alarn’s abandoned houses as Asish leads the skittish steeds away from the barn. Jovinda and Gawain say that there are spells that could affect the weather, and Kazuo joins the scramble to safety. Digger and company are relieved when the twister misses them and heads into the hamlet.

After the storm passes, the explorers survey the damage. Armored Kovar observes that the inn is among the buildings still standing. Asish places the party’s animals with those of the missing knights of Urda back in the undamaged barn. The scout then helps search for tracks of a potential spellcaster.

As they circle Alarn, the team spots scarecrows between the road and the Aspar River. Wise Jovinda and perceptive Kazuo are the first to realize that they’re the missing Paladins, strung up like the scarecrows that attacked them previously. The group backs away, toward the barn….

Paul and Rob, we missed you again! Rob, I hope that you and your entire household feel better soon, and Sammy, I hope that you and Taum have a great time together in the coming week! Beruk, it was good to see you at last night’s FATE 3e Starblazer Adventures: “Vortexspace opera, and Byron, I’ll try to telephone you soon.

In the meantime, feel free to post to the Google Groups message board during our hiatus if you have any ideas for the Pathfinder: “Vanished Lands” campaign, one-shots, or just want to chat! -Gene

“Vanished Lands” Update T3.30 — Happy meals for barbarians

Wallpaper from Paizo
Werewolf attack!

Fellow role-players, here is my update for Session T3.30 of the latest adventuring party in my “Vanished Lands” heroic fantasy campaign setting. The teleconferencing team met on Sunday, 19 June 2011, and has been using Pathfinder, Skype, and an online dice roller.

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

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

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

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

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

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

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

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

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

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

29 to 31 August 1229 B.C.E.:” After reporting to local authorities, conducting research, training, and obtaining a map as requested by mysterious mage Octavius Karstus, the adventuring party prepares to leave the Hifalendorin (proto-Western European) human city of Nadwi.

Kovar provides testimony to guard Lionel Tarchon about the assassination attempt on antiquarian Eligius. The Half-Orc Paladin also checks with Sir Rodrigo Adelmo about various threats to the kingdom of Hifalendor. The knights agree that the recent coordination among factions in Zuromm, Gokuri, and elsewhere is too extensive to be a coincidence.

Asish and Digger send messages to “Jade” [Sammy/Non-Player Character]. The scouts also buy provisions and take Eligius’ map of the northwestern borderlands to leatherworker Beredoc. The most recent markings on the parchment are of current communities, and Beredoc helps bring out older indications of Ley lines, currents of mystical energy.

Jovinda asks Gnome silversmith “Pip…” about her missing father’s companion and gets the name “Gottfried van Lauritz.” Pip notes that the Tinker Gnome’s shorter, human-style name is further proof of a rare friendship with the Half-Elf’s father.

Kazuo declines to investigate the disappearance of gladiator Marcus from the Arena of Arakkis and tests his patience in waiting for his companions to be ready to leave the city. Gawain wraps up his historical and arcane research at various libraries.

After telling Sir Rodrigo about his itinerary, Kovar goes to thank Dwarf smith Yohann Karsh for his instruction about various metalworks. Asish has Carlos Clothard prepare a copy of the map at the Ranger’s Guild and asks Digger to forge a misleading version. They also leave word with Octavius Karstus’ stonemason contact Marcel that they have the map, diverting attention from Eligius.

Jovinda and Kovar meet with Gawain at the local Magisterium (magic school/library), where they ask Lady Ingrid Sufielastra about her analysis of the shards of an enchanted or cursed mirror. The Quelanthi mage (High-Elf/Eladrin Wizard) says that the mirror is difficult to study without reconstruction, but she reluctantly agrees not to try to reassemble the dangerous item. Jovinda informs her fellow Clerics at the Grove of Mekkil and the temple of Otih to keep an eye on this study.

Kazuo points out that the map indicates the presence of Ley lines close to the hamlet of Alarn. Gawain agrees that a knowledgeable and talented spellcaster would more easily inflict the enlarged creatures, mischievous Fey, and haunted inn on unlucky peasants with access to such energies. But who’s responsible?

The next morning, the wanderers leave Nadwi. Asish, his steed Onimusha (“Demon Slayer”), and his dog Genghis lead the way. They ride north, past farms, with the Aspar River to their right, rolling hills and the village of Rockney to their left, and the Wisalef Forest and Ivory Mountains far ahead. Summer breezes chang to overcast skies as they cross the Plains of Sathendo, back toward Alarn.

Happy to be outdoors again, Jovinda follows astride horse Wyth-Amoi (“Wind Spirit”), and Kazuo keeps up on foot. Armored Kovar maintains rearguard behind studious Gawain and Digger, who compare linguistics notes. The first day passes uneventfully, and the team pitches a cold camp on a rise partly protected by brambles. A campfire burns in the distance, and wolves howl late into the night.

After a few hours’ ride, Asish and company enter the abandoned camp they had seen the night before. Tent stakes, a smoldering fire pit, and a musky smell detected by Kazuo’s fine Nezumi nose are all signs of a rushed withdrawal. The group hopes to find another place to bed down, but heavy clouds hasten dusk. The howls return, and weapons are drawn.

Five loping humanoids with shaggy hides approach. Squinting into the murk, the travelers soon realize that they’re werewolves! Jovinda invokes Mekkil, goddess of nature, and casts Shield of Faith on Kazuo. Asish whistles to Genghis to guard Jovinda. Both the Cleric and Ranger draw their bows and the lycanthropes close in.

Kovar readies his spear and shield, and Kazuo maneuvers. Digger and Gawain take on one of the monsters. Jovinda and Asish’s first arrows miss, but Asish draws first blood from the larger leader with a silver arrow. It tries to trip Onimusha but is trampled instead.

One of the were-creatures chases Jovinda, and Genghis puts himself between the Cleric and her attacker. After missing Kovar, another werewolf turns on Kazuo, who is already fighting one of its pack mates. The Paladin of Mithras, god of warriors and contracts, charges and Smites Evil, while the Monk punches one opponent.

Wise Jovinda climbs back onto Wyth-Amoi and casts Spiritual Weapon, summoning a quarterstaff to smack the bestial bandits. Asish wheels around, with only one of four arrows finding its mark. The werewolves are similarly unlucky, with only one managing to bite Jovinda.

Burly Kovar knocks one prone with an overrun, and Kazuo takes an opportunity to flank and attack with a Flurry of Blows. Digger does better than Gawain initially against the last werewolf. Jovinda rides over to Kazuo and Kovar and casts Guidance on the Monk.

Agile Asish fires multiple silver-tipped arrows at a time, loaning two to Kazuo and injuring the pack leader. Kovar casts Detect Evil to see if there are more lycanthropes lurking (there aren’t), but he slips from his saddle. Kazuo grabs the arrows that Asish fired into the ground near him and promptly tries to skewer his foe, which bites him.

After a few volleys, Asish’s arrows slay the lead werewolf and the one attacking Jovinda. Kovar’s spiked shield and swift Kazuo’s arrow-tipped punches finish another, and the remaining two run away. Jovinda attends to her and Kazuo’s wounds, and she reassures Asish and Kovar that they are not infected.

Each of the three slain lycanthropes, reverted to human form, is carrying 2 crowns (gold pieces) in assorted coins, and Kovar finds a shirt of mail among some shredded clothing in the abandoned camp. The Paladin claims a masterwork sword, leaving three normal ones for his companions, and the group finds two short bows with 15 arrows each.

Unfortunately, the clothes are too shredded to identify the men or where they originally came from. Asish recommends caution as the party continues to ride north….

Byron and Rob, I hope that you had a happy Father’s Day, and Rob, I hope that you and your family are feeling better! Paul, we also missed you, and note that Team 2 (the crew of the “Appomattox”) is meeting next Monday, June 27, for the FATE 3e Starblazer Adventures: “Vortexspace opera.

In the meantime, feel free to post to the Google Groups message board if I’ve missed anything. Have a good week, -Gene