Archive for July, 2006

30
Jul
06

Fortitude Save vs. Irish Fest

With the large amounts of time in between our gaming sessions, rare are the times that we hang out away from the table.  A three-hour trip in between a DM and his players doesn’t help either.  That fact aside, the second week of September marks the coming of the annual Pittsburgh Irish Festival.  It’s a three-day event (Friday-Sunday) that could prove extremely fun and offer a chance to listen to some great music, sample a little Irish-fare and browse cool crafts. 

Kel and I are going to it and I figured I’d extend the invite.  It takes place between Sept. 8th and Sept. 10th; tickets are $8 in advance, $10 at the door and $25 for the weekend pass.  There will be pipers, bands, dancers and storytellers – a great environment to tip back some whiskey, a few pints and then wax some D&D.  You can find more information regarding the festival at http://www.pghirishfest.org

I’ll be talking to you next weekend during your pre-game meeting so we can discuss about making this possible then.  (Just as a side note, I’ll be posting the “Shaman Speaks” piece that you’ve been expecting regarding Ghanadar and the information he has.)  Anyway, give it some thought and hopefully we can work some magic to get your guys down here.  Slainte!

19
Jul
06

The Shaman Speaks – Ghanadar’s Flight

As the invisibility spell wore off, Ghanadar’s plain gray robe reflected the moonlight, but hopefully not enough to allow his pursuers a glimpse of his hiding spot. The small gnome had just made it into the forests north of Alaron before the guards that were chasing him lost their way. It wasn’t the first time he had owed his life to the tall trees. His spells had also concealed his position many times when his small feet could not run any further. The flight from the city was fast-paced and dangerous, and if just one of the Watchmen were able to get their hands on him, the end would be shortly after.

Ghanadar breathed heavily and mumbled a few arcane words, conjuring up a few goodberries and some water to quench his aching throat. Leaning against the tree, the sounds of the Watch slowly faded away. He was left only with the sound of crickets, squirrels and the moist night air of the deep forest. For the better part of two days, he had been on the run, and now found himself well within the forest’s boundaries. He could only hope that the men chasing him did not have a ranger with them, able to track his steps despite the many spells he had cast to conceal his movement.

Over one year ago, the gnome had met his nephew under strange circumstances, but he could not have foreseen what would come of it. Since that fateful day, he had gone on with his life as normal, researching his craft and serving the city Watch with loyalty. It was only a short six months after that he had been accused of conspiring with a traitor, a crime punishable by a lifetime in the seaside dungeons of the western coast. Despite his arguments and logical rebuttals, the die had been cast – he was a criminal against the capital city. His flight had begun.

Attempting to traverse the city in hiding proved useful, and for another three months he was able to gather information about the political and economical changes that were taking place in his beloved home. It was apparent that Calad Brae was becoming a different animal, and the magic flowed more than ever out of the city. He had spent most of his time hiding in the Royal Peaceyards among the graves and tombstones. Whatever was happening still respected the sacred and quiet bonds of eternal rest. Guards were slim in the middle of the night, and luckily the winter months has passed before all of this had taken place – the gods of warmth it seemed, were on his side. Ghanadar knew the laws of action & reaction, and a change for the better on this scale could not have come without great sacrifice. But who’s? It was not a question to be answered soon, and it was only a matter of time before the city’s magical defenses became so overpowering that a simple disguise self spell did not do the trick anymore. Even the Peaceyards fell victim to the “betterment” of the city. One night, he awoke to the sounds of clinking swords, and gruff voices in his direction. They knew he was here…

It had been three days since his run from the city, the voices he heard in the Peaceyards only now fading away – but they would return. He knew that, somehow. He breathed another sigh of relief and cast locate object, hoping to find the small medallion he had given to his friend, the traitor, just over six months ago. Ghanadar knew he was near, or at least that was what he believed, based on their last conversation. The spell hummed quietly in his head and he closed his eyes, receiving a outlined image of his surroundings. Nothing. He would have to keep walking and casting, trusting his intuition that he was on the right path. Ghanadar continued north.

Another day passed and the gnome woke up from his slumber on the woodland floor, covered in the makeshift hiding spot of leaves and twigs. He had slept through the entire day, finding now that it was twilight, with dusk fast approaching. Researching his spells immediately, he again began his casting and heading north; it was only an hour before night had set. Scanning his closed eyes across the nighttime landscape, it appeared. The small medallion he had given his friend, glowed brightly even through the earth that covered it. The small gift would produce two small meals a day, water and warmth – enough to keep someone alive during the kinder months.

Ghanadar approached carefully, noticing that a small hole had been dug in the ground, a very faint light of fire reflecting upwards. Were he not looking right at it, it would have been lost. Approaching, he heard the string of a hunter’s bow becoming taut, and the shadow of an arrow tip pointing upwards. “Show yourself.” whispered the voice from inside. It was a raspy-edged tone, one that did not betray the hardships he had gone through to escape. Ghanadar moved to the entrance, hands raised, until he saw the scarred face of his friend. The man was disheveled, in sore need of a bath, with scars on his arms and face that would rival even the most prestigious battle wounds. A stubbled beard covered his face, and his legs wobbled, giving away the weakness that lie there. The man lowered his bow and dragged a bad leg, revealing a small hole, enough to hold a fire, cot and some weapons. He looked at the gnome, and smiled his bittersweet hello. Ghanadar clasped a hand on his shoulder, returning the welcome.

“Amadius, my friend. How times have changed.”

19
Jul
06

Player Journal – A Letter Home

PC Journal for Namakin (Sam Lauer) 

So much has happened and we are still struggling to reach our destination. Mere mortals in the realm of Gods searching for their demise or sanctity, depends on which side you stand. These are troubled times for a troubled world. It seems so distant from my life on Lantan, like a dream that is fading from my memory. All I can rely upon stand beside me in battle. An elf, Loutarin, with stealthy skills and a knack at gathering all that is rare and precious. Another adventuring companion, a human ranger, Pontius, skilled with a bow and a dedication unlike most humans that I have seen. Another human, Ander, with a link to his god, granting powers that can rival my own arcane abilities. Ander’s unusual companion whom has a disdain for the fey, Galibard is his name. A devoted follower I must say, he is useful when combat ensues.

That is whom I rely on for my survival and they rely upon me. Without each other we would have been laid to rest many months ago. We have endured through man and beast. Even the living dead have perished to our skills in combat. Facing the blades of the Avatar of Mask, watching the Avatars fight on another plane and traveling through time and space are just a few of the stories I will share upon our next meeting.

Soon our keep will be built and I will bring you here to experience a life which you can only dream of through the bard’s stories. A room full of books as far as the eye can see will one of many splendors awaiting you when you arrive. I will soon teleport you here when it is safer to do so. We shall talk more then. I pray that these are not my last words to you.

Your Brother,

Namakin

14
Jul
06

Leave No Stone Unturned

As I write this, the countdown clock reads 29 days and 22 hours until our next session.  By my estimation, you guys are already busy planning (or at least toying with the idea) of a pre-game planning session by which to scheme my defeat.  While these types of endeavors will inevitably result in failure, I will play along and drop the proverbial bait.  ;)   In all seriousness, there have been so many clues this campaign, that I’m sure even Namakin’s accurate quill has failed to record all of them.  Here is a refresher for clues that may have fallen along the wayside.  Use these in conjunction with the upcoming Ghanadar post, and you should have a steady path for planning next session:

1. The Chaos Hammer (Ander) – This war hammer was found on the road to Arathax near an abandoned caravan.  You have concluded that the Northern tribes hold this weapon in high regard as it is a symbol of Tempus himself.  Ander received visions that led to the weapon’s true purpose – the creation of a map to the Iron Acropolis!  The weapon creates scar tissue on the flesh of any creature that is critically hit, leaving a piece of the flesh that can be fit together like a puzzle.

2. Tribal Parchment (Group) – Inside the cave near Arathax, a secret chamber was found with runes scribed on every wall.  When the chamber was activated, the runes illuminated and disappeared, scribing themselves onto the parchment that was to be used in conjunction with the Chaos Hammer.  Even Namakin could not read the runic directions that inevitably held clues to the secret of the Iron Acropolis.

3. Namakin’s Familiar (Namakin) - When Ghanadar passed on his beloved familiar, he stated that it held a great secret; one that could only be unlocked with the key around the familiar’s neck.  Perhaps the gnomish uncle has some advice as to where this key may be used?

4. Omus’ Tower (Group) – The Calad Brae head-mage has moved to more plush quarters, leaving behind his previous residence for you.  By Amadius’ influence, you were able to obtain ownership of the old tower in the middle of the city.  While you have just acquired the means to an enormous fort of your own,  no investigation has been made of the empty tower. 

5. Gemstone Skulls (Group) – Seven skulls were taken from the Pale Commander’s base of operations under Cherrywood.  Nothing good has come out of this city of the damned – these are no exception.  Discovering their true meaning may be dooming, or information that you can’t pass up.  After all, Marzul didn’t take the fact that you carried them too kindly.

6. Upcoming (Loutarin & Pontius) – Listen to Ghanadar carefully.  The changes you have made in the past affect your characters the most!

10
Jul
06

Forget What Thoust Know…

The 13th of August is fast approaching, at least in terms of the gaps between our gaming sessions, and it has been made apparent to me that another plot synopsis should be sent out for pre-game consumption.  I have to admit, I’ve even confused myself with the lapse of time in-game; hopping into the past, making sweeping changes and then returning to a hostile and altered future was enough to give anyone’s story comprehension a run for its money.

With that being said, I’ve compiled a list of changes that will be put into effect as of next session.  Keep your eyes peeled for a plot summary, past/present/future change list and an overall reference sheet to the world at hand.  Luckily, Namakin’s decision to tell Ghanadar about your time-traveling exploits has made it quite easy to bring your characters up to speed on the latest happening in the ‘new’ present time.  You’ll be be receiving a nice little explanation of what has occurred since your entrance into the strange Machine, making everything much clearer and defining the plot lines once again.

The keep is under construction, the Puppet Master is dead, but the Pale Commander has had a year to compensate for that loss.  We ended last session with the party making a hefty deal with Marzul, and you can be sure that the future that you had envisioned will soon change drastically before your very eyes.  After all, what better to fight fire than with fire?  Or in this case, a lich with a lich.

07
Jul
06

Campaign Locations – Gareth Bargden’s Estate

The Isle of Alaron rivals even the riches of the Shining South or the Libraries of Waterdeep when it comes to magical fare. Its nobles consider themselves the epitome of high society, and with good reason – the Moonshaes offer wares and items that can be found nowhere else in Faerun. Gareth Bargden, self-proclaimed trade tycoon (with very few people to argue that title) of the Isle, likes to think of himself as the cream of the crop as far as nobility is concerned.

While riches and financial status are used as the universal gauge for power and prestige, Gareth has always been of the mindset that adventure and life experiences have a much larger payoff. Do not be mistaken, for it is said that the only reason he can afford this youthful outlook is due in large part to the mountains of gold his successful trading endeavors have accumulated. In short, if you have searched, attempted to buy, had someone look for or paid another to give you information on a particular item of the magical arts, it most likely passed through one of Gareth’s close associates, or through his very own Calimshan-imported silk gloves.

His Estate is the stuff of fantastic tales, boasting a solid granite and marble foundation through the entire structure, making it a formidable defensive position in the rare event the intruders were not spotted before crossing the 40-acre front lawn. Four wings and a sprawling statue garden in the rear spread out into a dipping view of the coastline to the west. Hunting grounds offer Gareth his favorite pastime en mass, purposely stocked with fantastic creatures and deadly adversaries.

The inside of the estate is no less impressive, taking credit for some of the most remembered and high-brow gatherings on the Isles. To turn down a ticket to one of Gareth’s dinner parties is akin to committing social suicide, and very rarely does anyone not enjoy the feasting, entertainment and “grand reveals” of new and exciting expedition finds. The house has been magically enhanced by the most prestigious wizards touting their skills for coin, including Calad Brae’s own head-mage, Omus. Dining guests can enjoy a medley of shows, debates and even instructional seminars on the economical ins-and-outs of Alaron.

The house, however, for all of its amenities and luxury, remains empty for most of the year. Gareth prefers the close company of his dear friend Daisan on his long journeys for the unexplained, and the estate serves mainly as a warm bed and and an exotic meal in between travels. To those who have been to the mansion, it is not an experience that will soon be forgotten, and the merchants’ guilds all have ideas of what will become of it at Gareth’s end. For now, though, all anyone can hope for is a invitation and a chance to walk through the gold-lattice entryway to one of the most magnificent houses in the Isles.

CAMPAIGN INFO – Gareth has started his own search for the Commands of the Gods, and his estate serves as a base of operations.




 

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