Wednesday, December 20, 2006

Danger at Zamora.

We pick up with our adventurers outside the city of Zamora, also known historically as the Crossroads. The group has travelled for many weeks as part of a caravan. Periodically, the caravan itself suffered attacks from monsters, bandits and shadowy things as it plodded along towards its destination. This served as good training for our young adventurers, many of whom wished to be warriors, and it also impressed the hired guards accompanying the caravan. Many smaller misadventures occurred as well, giving the characters opportunities to meet with (and sometimes steal from!) the regular townsfolk. Bonds are formed as the group gets to know each other better.

Ultimately, their friendships is expected to be short-lived, because each of these men is preparing to undergo the ceremony of aging. In this coming of age event, young unskilled (but promising) artisans, craftsmen and warriors are given the opportunity to be reviewed and selected by masters in their trade. These masters will take selected ones on as Apprentices, and they will go to live in their domains. This is a highly public ceremony, and people come from all over to attend and witness the event. It is a cause for celebration, and great anxiety for the young apprentices as they wait to learn their fate. The group plans to at least have a good time in the city the day before the ceremony. Some also choose to explore the professional guilds, priesthoods and monasteries located in Zamora. Breyen in particular questions his chosen path up to this point, and seeks advice from the Monks of the Northern section of the city. They offer him a place in the monastic order, should he wish it, and he decides to think upon it but attend the ceremony in honour of his friends in the meantime.

The adventurers awaken the next day for their ceremony and all are troubled. Their amulets are icy cold (a sign of danger) and yet, no one can spot an apparent problem. They make their way to the central square for the Ceremony of Aging. Things get progressively stranger as the party comes to realize that there is something odd about the dwarven headmaster, Zhed, who leading the ceremonies. He seems to be hiding something. And, strange, conspicuous people are seen to be moving through the crowd towards the stage area.

The next events happen in a blur. At the stage, Teuvdar the Druid confronts Zhed about his dubious behaviour, while the rest of the party begin discreetly releasing the peace bonding on their weapons. Breyen, sensing the approaching figures, moves into the masses to intercept one. He does not get far before screams erupt from the crowd all around. Shadowy creatures can be seen morphing from the bodies of their human disguises, attacking those around them. Magic users and guardsmen from the city enter the fray, and Zhed himself seems to be fighting the creatures with magical spells of his own. In between the casts, he screams to the party (now standing next to him) to prepare themselves for combat, and pulls a lever. With this, a huge section of the stage drops and takes the group with it, including Torrig’s mule, but with the exception of Breyen. He follows moments later, however.

The group lands in the bowels of a dark cavern network under the city. Dwarvish and human construction, from what the group can tell. Weapons and instructions are left, apparently by Zhed, that a rescue party will be sent to help as soon as possible. In the meantime, they are on their own. The group sets off into the dark caves, avoiding traps indicated in their map. The travel is uneventful, until midway they run into a nasty surprise in the form of a giant tentacled fungus beast (and it’s mate). The battle is fierce, but Torrig, Shadowfoot and Draven are well equipped to dispatch it. Wounds are minor and tended quickly, and they move on.

Not long after, they meet up with the Captain of the Guard who has been sent to retrieve the party. They are escorted back up to the city for a meeting with Zhed. (A search party is sent back into the caves to retrieve Torrig’s mule, now turned Dire and unhappy after falling into the pit with the group. He bites several people, and kicks one guy!) He congratulates them on their survival. The group is not impressed, and again confronts him about his motives. He explains at length that the shadow creatures were tracked entering the city around the same time as the party. It is unknown for certain exactly who they were after. They can take human form, and are hard to spot. So, he claims that this was the best they could do to bring them into the open. The lives of the villagers lost was regrettable, but unavoidable. He offers not further explanation.

He does, however, offer the group into his Adventurer’s Guild. He has some jobs that need done and figures they could handle it. Several in the group are not anxious to sign up, but figure their options are limited if they wish to uncover the plot. It will be useful to keep Zhed closer to them than to not be involved. Considering that the Ceremony of Aging is over, and their chances for apprenticeship are dashed for a while, they also have no other ready sources of income. Zhed offers them fame and fortune, and this rings desirable to many in the group.

Their first job involves an expedition to uncover trouble at a Gnome encampment in the North.

Monday, December 11, 2006

[Online Adventure Log]

I created this blog for several purposes. Firstly, it can act as an online journal of our adventures, making for handy & quick reference if you need a refresher on where things were left at the end of each session.

I will do my best to update this each week (within 24-48 hours of the session) but also want this site to be useful (and used) by all of the players and the DM. Also, I may need help on occasion in writing the entries if I get busy in the "Real World" so if anyone is willing and interested that is most welcome. You may even be able to talk our DM into giving you a wee bit of extra XP as a gift for your hard work, but that is up to you to negotiate! =)

Other contributions can include, but are not limited to, the following:
  • Character-centric thoughts, artwork, stories...anything you want to put up about your avatar that you want the party to know (and assume that they would know, having talked with you). This might also include your character's interpretation of events. My party log entries will ATTEMPT to be as impartial as possible, and not from Teuvdar's point of view. However, there is nothing to say one cannot post something that is more specific to the character (and more opinionated!). You may even wish to create your own blog site for your character...
  • Artwork in general...especially maps, come to mind. But also artistic representations of things we have seen or done, for those who are inclined.
  • Please spellcheck me and correct errors. Also, if I leave out an important detail from the session, please comment.
  • DM (Ian) is considered Master Editor on this stuff, so I look to him to correct any major errors in story continuity, NPC/setting appearance or motive descriptions. He will also be final authority on what other materials (such as maps) we can publish. Lastly, it is possible to restrict this blog to viewing only be invitation--at present it is public--but I can change it if we wish. The initial posts I put on the site were intended to give an idea of where things might go, but I may have interpreted the scenery wrong and if so please let me know. For instance, Tanimura may look NOTHING like that in Ian's mind.
You will need a blogger account (FREE) to post to this page, and you will need permissions from me to do it. Once you have your account set up, send me your login screenname and I will add you to the permissions for the site.

Lastly, using this is not compulsory. But, I would like to get feedback from those who are using it (if anyone) and whether it's helpful or not. After all, if no one is using it, probably not a need to continue. So, do let me know what you think.

Prologue

Note that since this was an ancestral flashback session, I have not included PC/NPC names but have rather attempted to generalize the nature of the event...I also seriously doubt that my logs will be this detailed in the future, but was enjoying writing it and will get better at condensing information as I move forward...



Ancestral Prologue
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The slaver caravan had traveled for nearly three months, and was now crossing into the Eastern Deserts. Over the course of weeks, an assortment from almost all the common races and nationalities had been captured. There were Elves, Humans, Dwarves, half-breeds, and even Bloodfist Orcs. Beaten into submission, and worse in some cases, they had been tossed into apartment block style cells which towered three stories high. Lines of these housing "units "had been strung together to form a sort of desert locomotive, pulled by massive beasts of burden that resembled giant armoured tortoises.

At each stop, another batch of prisoners was loaded into the bins and the train started moving along again. The last group consisted of what appeared to be Noble-born from the Old Regions, a rare sight in this part of the world. The fine adornments stripped from these fresh arrivals would add immensely to the profit made by the slavers. Newcomers often arrived wounded and requiring care, which they might or might not receive depending on the demeanor of their cell mates. Even if they were inclined, there was little they had to offer. If their wounds did not do the trick, the sweltering, oppressive heat often finished the job. Many had fallen and died already.

Within each cell, scenarios of life and death had been playing out. Limited rations of water and food, granted by the slavers, were doled out each day to the captives. In some cells, fast friendships and alliances of necessity were forming, while in others there was bickering and hostility. The more clever attempted to probe the limits of their prison, searching for weakness in structure or perhaps a lock to pick, but so far the attempt had been fruitless. The only comfort that they could take was that with the compartments nearly full, it seemed that they would be arriving at their destination sometime soon. Rumors circulated among the prisoners that they city of Kai was near, and even a slaver auction block seemed preferable to this.

Just when all hope seemed lost, however, something unexpected happened. The prisoners awaken one night to the sounds of crashing thunder and the flashes of magical lightning from outside. There are sounds of battle, and screams of death and agony. Those who sneak a peak outside through their tiny cell windows spy a battle, and risk being pierced by volleys of arrows coming from some unseen assailant. The war cries of an ancient language can be heard from outside. The raiders are Elves.

The battle is comparatively short, and in the end the prisoners themselves aid in the process from within, using the distraction to break from their cells and wreak havoc on the guards inside their trolleys. In the end, the slavers are utterly destroyed. The few surviving prisoners, numbering some forty or so, are gathered into a circle by the Raider Elves and told to stay put. Their lives are uncertain, for these Elves are not interested in them, and in fact seem inclined to put the captives out of their misery.

As they gather the loot from the caravan, the Captain of the raiders is meekly approached by one of the Elven prisoners who humbly inquires about their intentions. Surprisingly, the Raiders allow them to live, but they offer little assistance. They are granted the clothes on their back and whatever they can gather from the wreckage, and told to head West. And with that, the Elves load their booty and depart the scene, leaving the refugees to their own devices.

The group travels days through the desert, armed only with crude wooden tools and meager rations. The desert itself turns out to be a dangerous place, as one unlucky individual is attacked by a sand-dwelling creature. He is saved by his companions, though just barely, and the group trudges onwards. Thankfully, they reach a rocky outcrop at the edge of a canyon and make camp. The place resonates with ancient power, like the imprint of an important place. Many feel the place was a battle site of some kind, though no evidence of it exists now. The distraction is passing only, however, since survival issues are pressing. Edible plants are gathered, and one party discovers a group of strange spiny creatures, the size and shape of large melons, which they study and find to contain water. These, too, are collected for possible future consumption, and the ragtag group continues on into the canyon in the following days.

After a span of several days, and the resulting loss of a few more along the way (now at 37 people) , they enter a widening valley and discover an amazing sight. Ruins can be seen in the distance, an ancient temple structure of some sort, built into the very walls of the canyon. They rush for the building, hoping to find some other inhabitants, but quickly discover it to be abandoned. Although there are no people, the structure is dark, cool and inviting, especially considering the baking sun outside. A few brave souls enter the structure, and are immediately struck by how much better they feel! They happily report to their waiting friends outside that all is well (in fact, very well) and everyone clambers inside. A sense of well-being settles on the freed slaves, and everyone relaxes in the cool shade of the room.

The dwarves among the group find themselves to be happiest of all in the confines of the rocky interior. They begin to snoop around, sniffing for anything of import (or mineralogical value!). A few others take note, particularly two nervous Elves who eye their short counterparts with some interest. Normally they might advise caution, but a sense of safety and comfort pervades their behavior, and they find they are mainly amused by the dwarf antics as they continue to explore deeper and deeper into the darkness of the cavern.

A few Bloodfist orcs take notice, and stand to go with them, attracting the attention of a female human, a Noble-born from Rang' Shada. She is troubled, more so than any of the others, and moves to stop the orcs from following. Something is not right, she senses, and calls after the wanderers down the hall, but there is no answer. They either cannot hear, or are ignoring her. The lead male orc, being practical in his approach (and not wanting the dwarves and elves to get all the gold themselves) assigns a few of his companions to accompany them into the caverns, and they scurry off in pursuit. He then sits back and waits near the nervous woman, who now is feeling an amulet around her neck while making a most perplexed expression. He looks to his own personal amulet, and realizes it has grown cold to the touch.

Now deep in the cavern, the orcs catch up to the group. The cavern opens up to a room that is strangely lit, almost as if the glow of moonlight. Most astonishing, however, is the coldness of the cave which has gone from cool to freezing. Icy columns stand all around the room, and a thick layer of ice covers the floor. On closer inspection, the group realizes they are not alone. Within each ice block there is now apparent the form of a figure, fully armored and entombed in a combat pose. The largest ones stand several metres, and appear to be giants, but human-sized races are also apparent throughout. Two in the party, held in common by a knowledge of their respective priesthood back home, find that they are vaguely familiar with some of the frozen warriors. Eying the weapons stuck in their icy hands, some party members attempt to break them free without success. The magical nature of the ice resists blows, and is only somewhat susceptible to fire. A feeling of unease starts to permeate, and the party begins to suspect a trap. They turn to leave, but discover the way they came is no longer apparent. The only path to take is down a long hallway, lined with more of these frozen souls.

In the dim light, the demi-humans can see a giant door at the end of the hallway. The group rushes to the door, noting as they do that the ice encasing the warriors appears to be lessening as they near the portal, though they are no more alive or pliable than any of the others. A few manage to pry weapons loose from exposed areas without harming the bodies, and so armed they push open the doorway to peer inside. Some unseen force seems to draw them in against their will, pulling them into the room.

What they witness astonishes them! In the center of a swirling blackness stands a magnificent giant, perhaps a titan. His armor gleams and glistens, and though plate-like, it appears to flow and move with his body. He swings his weapons as a master would, and sidesteps an attack from some unseen foe. It is at this instant that the party first glimpses the abomination, a horrendous and vile thing that seems to pour from the darkness. It's tentacles writhe about and strike furiously at the warrior, who parries each blow with some effort. One tentacle lashes at him, and strikes his shoulder. The titan grimaces, suddenly realizing that the beast has taken note of the newly-arrived party. Lashing at the giant, it turns to gaze at them with the hungry eyes of a foul god. Urgently, he charges in to the creature, regaining it's full attention once more, and calls out to the party, "Run, you fools! RUN!"

As if suddenly shaken from slumber, the party dashes out of the room, scrambling about even as they can hear the frightening sound of the beast behind them. A foul wind seems to blow past them as they run down the hallway from which they came, the heavy whisper of the god-things name on their proverbial coat-tails.

As if from the darkness itself, the explorers suddenly burst forth and land again in the ruins cavern. Nearby, the startled human and her Orc companion jump up and run over to the party, asking after them about what had occurred. Frightened that they were still being followed, they move quickly to the sunlit entrance and recount their tales. Even moments later, as the entire group gathers its supplies and prepares to depart the mysterious temple, those who are wearing their Amulets of Aging are still frosty.

--------------

Years later, in the domiciles of humans, elves, dwarves and orcs alike, this tale would be recounted and shared with several generations. It was a tale meant to frighten young children, and inspire older ones. And even all this time, across geographical distance, racial boundaries, and class differences, the families of these 37 have kept this story of bravery, adversity, and magic at the core of their family mythologies. For though they managed to find home again, none had chosen ever to return to the Temple in the desert and discover its true meaning. It was simply unnerving enough to know it existed.

Friday, December 08, 2006

Gathering in Zamora


Zamora City: The Great Crossroads

Our story begins in the city of Zamora, at the great crossroads. This is an enormous city, the largest known in the Third Age, grown fat off merchants and the taxes paid on passing through its gates. This is second to last stop before Tamarang.

Gates of Zamora
A band of young adventurers has gathered in this city in preparation to depart on an expedition that promises fame and fortune. Each carryies an amulet of youth. These tokens are simple wooden or brass amulets, and contain a record of the deeds that each has accomplished so far. For instance, it "knows" the craft or profession of the wearer, as well as ordinary deeds.

At present, the player’s tokens appear completely blank on the outside, which is normal because these youth have not applied themselves to their full potential. What the true extent of that potential refers to is a mystery, but the older races who wear such amulets can feel something greater within them, and know they must be allowed to bloom.

Blank on the surface, until touched by the hand of the confessor to the head of the youth. An arcane gesture, and within moments the adventurer is suddenly aware of the true nature of the amulet, and a word that holds special meaning for their future. Thus completes the Ritual of Aging.

Other Background:
The characters come from the town of Tanimura, a large coastal town situated on the banks of the Drun River. It sits between three nations: the Wilds, the Old World, and the Laws brought down by the Eastern noble houses. Tanimura is home to a great number of diverse cultures. Travelers may be of almost any race, class or religion here. Free thinking and hard work have made this town one of the last bastions before the Old World and the lands from across the sea. New ideas are encouraged and feelings of hatred are discouraged. This is no hippy town, however. A strict order is enforced, yet fighting can be a problem, mostly because there is a lot to go around.

Friday, December 01, 2006

What has come before...


The world is split into four. The island nations of the mud people to the south, the eastern lands a place of little or no magic, the midland a great power and home to mighty mage schools. And lastly, D’Hara to the west, filled with malice and death. D’Hara is the kingdom that started the last two great wars this World has known, and caused one of the magical Holocausts that ravaged.

Civilisation once covered the land with its cities and roads, but after many terrible wars and two great magical holocausts the people have not recovered. There is a strong feeling of hatred between D’Hara and Eastern lands mostly because of the last war where the east land was responsible for the death of D’Hara’s royal family.

There are no true royal families left, just a few public guilds and noble houses. Notably the guild of merchants otherwise known as the Temple of Wakeiem, and the noble house Hart, honour and custom always coming first with its members.

The boundary is the “underworld” (shadow plane) in every form and the walls of that boundary are a one way trip to insanity. Those that return from the boundary have no memory of who they were and always come hundreds of years after they left, these people are called the returned.

No one knows why they came back they just did and only those who leave there past behind ever discover anything about who they were.