Sunday, August 27, 2017
Gnomenheim Adventure Path 01
The Road Thus Far....
GM: Myles
Players: "Iaqino", "Geoff", "Crash", "Yew", and "Khan".
"Caleph", "Gordok", "Konato", and "Tyra".
"Paladin of Pelor"
Missing or Presumed Dead: "Willow", "Valen", "Enolo", "Gloff".
Location: Ruins of Amberlight, Quartermaster's Chamber
After holding up for the night in the quartermaster's chamber, the newly combined party pondered what to do next. Iaqino, Geoff, and Gloff still had their mission to fulfill on behalf of the adventurer's guild, despite the loss of several of their party members. Caleph was determined to find Vespa, and decided that it would be best to combine forces as if there was a stronghold within the these caves, she may have journeyed there or was captured at worse by what ever cabal of evil doers tricked her!
It had bothered Caleph that an imposter had been walking among the world, and it weighed on his mind what this being had possibly been doing with the other group. Geoff and Gloff seemed to have had a close rapport with the imposter, and they seemed they could be useful. He asked Geoff and the other were this imposter's body was as he wanted to possibly determine what it was up to. They told him it wasn't far, just a level up from where they were in a great hall where they fell through during a cave-in.
Ioqino, the Ranger, Gloff, and Enolo stayed behind while Geoff led them to the great hall.
Location: Hall of Amberlight
It was by sheer luck that Khan and Yew were not crushed under the pile of rubble. The last thing they remembered was setting up camp with the others and then falling into darkness. They had no idea how long they had been trapped. They were both separated, and both attempted to try to dig themselves out.
During their attempts they at least figured out that they had survived and were only a few feet from eachother, Yew knew he could survive a bit longer as he did not need air, but Khan only had a matter of hours.
Meanwhile Geoff had showed Caleph were the imposter was. Caleph was incensed that anyone would presume that this was Caleph as the imposter had no idea of the quality of material of his clothing, the REAL Caleph had much better fashion sense. It was passable, but anyone who really knew Caleph would recognize the inferior quality of those clothes.
Yew heard Caleph's slashing commentary on the imposter's clothes and begin to yell, and Khan followed suit. Realizing there were some survivors, Geoff and Caleph planned a way to get them out. Konato used his ability to alter part of his arm to that of a beetle and began to dig into the rubble. Meanwhile Geoff took a step back and rammed the rubble with his Goliath strength. He began pounding and smash the small boulders until he finally uncovered a dazed and very alarm Khan who was worried of another collapse of rubble.
Meanwhile Caleph called upon his druidic powers and summoned two large spiders who began to spin supports to keep the rubble in place, and using that suspension begin to remove the rocks soon uncovering
Yew. Caleph knowing there was to be questions quickly explained that HE was the REAL Caleph and they had been traveling with an imposter, he made them an offer to help him find Vespa and pursue their goal for the Adventurer's Guild. They soon all headed back down to the ruins of Amberlight.
Location: Gnomenheim Adventurer's Guild
A few days ago, Willow and the The Paladin of Pelor had journeyed into the mines after hearing about some troubles with deep dwarves. They had decided to take care of the problem for themselves, further testing their might in the service of their respective gods. They had encountered a rescue group sent by the adventurer's guild of Gnomenheim as a rescue party for their missing scouting mission. They helped them take down a duergar fortification. Willow would stay with the group, while the Paladin of Pelor heded back to Gnomenheim to let the Adventurer's Guild know of their progress and collect the bounty on a few heads.
She had gotten to the outskirts of the town when she sensed something had happened to Willow.
Location: Ruins of Amberlight
While Geoff and Caleph's party went to the hall. Iaqino was watching the canals of the ruins. As he was looking around for anything that posed a threat, he noticed that Crash had conveniently floated in.
All this time Crash was swimming and contemplating the meaning of his life, what peanut's ambitions were, and why he was having a midlife crisis during and adventure. Sure as a ranger he could always say he was just scouting, but soon lost track of time just floating down the river and down a side chute that had deposited him in some underground city.
He was glad to see Iaqino and was going to surprise him, but he was spotted. They just gave each other a silent nod of acknowledgement. Crash decided to explore a but around the ruins. He came to an area of the ruins that seemed to have been tunneled through, it even broke the wall of the canal that enough of the water was carving its way down as a stream. He decided to go and explore alone.
Meanwhile the others had returned from the Hall and with both Khan and Yew. They had asked about the fate of Willow, but he was still missing. After a few minutes of discussion they decided to explore the ruins further and head in the direction that Crash went and soon discovered the mysterious tunnel.
Meanwhile the Valen, Gloff, and Enolo would hold up in the Ruins of Amberlight for bit and perhaps explore the ruins further to what else they could uncover.
Location: A Natural Tunnel
Crash made his way along the tunnel, he noted that this was no ordinary tunnel. It was not natural or man made, so he quickly made his way as far down as he could. He saw that at the end of the tunnel, the stream had pooled into a large pond which seemed to drain somewhere below, a natural whirlpool could be seen disturbing the water. There was also a huge purple worm seeming at rest curled at the end.
He would wait for his companions, but became bored with the idea and decided to explore a side cavern he had pass. He followed the passage way down and found had ended in a sharp drop. He decided to explore the drop and it seemed that there a lake underneath.
Caleph and company made there way down the tunnel and began to notice along the floor of the tunnel that there were mounds of fresh dirt spaced along the way. It was in one of these mound they discovered the remains of a skeletal humanoid dressed in plate mail. They went over and check another mound and came across some dissolved bio-matter. They deduced that it must be some sort of creature. Caleph asked Tyra if she knew of any suck creature that could do this. She soon examined the body and the mounds. After looking at the bite marks through the plate mail, she deduced that the tunnel they were was bored by a Purple Worm and that the individual was eating by it. Caleph tooke precaution and cast pass without trace and Iaqino blended into the shadows. Khan, Konato, and Yew were soon seemingly left on there own.
Caleph and crew quickly went up the tunnel with Iaquino behind them. Yew tied a rope to Khan and Konato, hoping that Konato could guide them out as he was the only one who could see in these dark tunnels. They could hear the rest up ahead and hope they could catch up to the rest of the party.,
Crash had decided to skillfully maneuver down the wall to the water. While he was waiting he had discovered that the water below contained some bio-luminescent microorganisms that shed a blue light when the water was disturbed. Intrigued he dived down into the lake gracefully and was momentarily surrounded by the soft glow of blue light. After it dissipated he broke the surface of the water and just floated on his back. Eventually he decided to look around and noticed that there was a shoreline a few feet from here, to him it seemed that there was a large island to rest. The landmass was covered with a glade of large mushrooms and other fungi. He would relax here for a while.
Location: Lair of the Purple Worm
Caleph and company finally came to the end of the tunnel and encountered a very large purple worm curled up by a large pond where the water was draining into. They were discussing what to do and seemed to decided to go back and try the side passage they passed back. Yew, Khan, Konato, and Iaqino had caught up with them. Caleph informed them that at the end of the tunnel was a lair of a purple worm. Geoff after all this time wanted something to test his might upon and Konato knew the value of a Purple Worm. While Caleph and Iaqino were discussing the best way to proceed down the new passage, Konato soon convinced the group that they should dispatch the worm. When Caleph learned that his party had decided to fight such a formidable enemy he protested. However Khan used his magic to influence Caleph, making the prospect of dispatching said worm more appealing.
Geoff had came up with a brilliant plan as he had been thinking of a thousand ways to battle the worm. He had heard tales from his tribe about brave warriors taking down such worms single handedly. These non-goliath would share such an honor in witnessing his heroic triumph. Using his flask of oils, having Caleph sustain the pass without trace, and using khan's and yew's magic to set alight the flask of oil they would surprise the worm. There plan went off magnificently as Yew's Cloud of Dagger spells broke the flask and spewed the oil all over the worm and then was sent aflame by Khan. As the worm shrieked in agony the Iaqino and Konato fired arrows, Khan continued to send bolt of flame, and Caleph summoned a pack of wolves. The worm soon burrowed into the ground, putting out the flames and reemerging a few feet from Gordok. Geoff charged and cut into the great worm and Gordok attacked as well. Caleph pack manuvered itself once again and pounced upon the worm. Khan again using his magic, assaulted the worm a clever illusion that bit into it's psyche. Enraged in pain it attacked engulfed Gordok whole and once again burrowed into the earth. Again it reared this time in front of Khan, but before it could do anything the wolves once again pounced upon it and killed it much to the dismay and horror of Geoff. His loud cry of "NOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!" could be heard through ought the mountain as he was once again denied the final kill.
Location: Kingdom of the Duergar
Despite the impressive battle that was taking place somewhere overhead, Crash did not hear or notice a single thing as he napped. When he awoke he decided to explore a bit more of the fungal glad. He soon came upon a clearing and noticed a paved path and followed it. He soon discovered a large settlement, armed guard were patrolling along the walls. He already had surmised he had found the seat King Rylosh.
To get a better look at a guard, he threw a rock at it head. The guard had no idea where the rock came from and turned to get a better look, and indeed these were deurgar.
Closing
After rescue Gordok from the bowels of the Purple Worm, Geoff jumped down into the carcass tearing at it stomach to find some treasure for the kill he was denied. The goop that he was throwing out and fling around was being searched through by some of the other party members. Caleph was amazed that Geoff hadn't sustained further damage from the corrosive nature of the creature's stomach acid as he gathered a vial for himself. Konato meanwhile gathered teeth, sinew, and scales in attempt to harvest as mush as he could.
They decided to make camp and rest, both Tyra and Yew providing some calming music for a rest and erecting a shelter for the time.
.
Quest Goals to Accomplish Still
-Caleph and company are trying to locate Vespa still. Yew offered a job, is now working for Caleph.
-Iaqino, Geoff, and Crash still have to fulfill their mission despite heavy party loses. They have an obligation to rescue the missing adventurers sent by the guild and clear out the duergar menace.
-Khan, being the only member rescued from the scouting party is trying to find the other members his group. He still must make his report to the Adventure's Guild.
-Gloff, Enolo, and the Valen are still in the Ruins of Amberlight
Total Party XP Awarded: 950 xp
Sunday, August 13, 2017
Terrible Writing Advice Series
This too true for some games, some modules took the time i the past to go in depth! If you look at the Forgotten Realms Campaign Setting for 2E and 3E, a wealth of information was published!! I miss those good days. Ecologies are very important!!!
Definitely a good guide to instruct new players........lol.
Yes, as we all know all players are the chosen one. hahahahahahahaha!
Gnomenheim Adventure Path 00: Part 2
Location: Zangar Mire outside Amberlight
Caleph and company made their way carefully through the mire, avoiding the natural hazards by staying close to a well traveled path through the fungal forest. All the while squawks made them nervous as they could here things darting around them but never coming within site. It came to Caleph's attention that some of these mushrooms might be useful. He soon spotted a few edible mushrooms that could be used for fermentation and cooking. The larger mushroom were probably used as lumber, as evidence from the duergar fort. Tyra recalled that some of the mushrooms would be valuable to some spellcasters and identified that many of the glowy mushrooms were, glowcaps! She began to stuff a bag full of them. The other party members had asked what she was doing....she shared this juicy bit of info and they likewise filled a pouch.
Gordok curious as to the taste swallowed one, he felt very relaxed and happy that he came along on the adventure. This was definitely fun.
As they continued them came to a section of the mire that seemed to have swiftly flowing outlet of water. A deep channels could be seen up ahead that the water flowed over. What caught their interests was a group of cockatrice struggling to stay afloat as they were curried down the waterway, struggling against the undertow. There was a quick discussion on how much they could be worth and if they could be made into pets, but before the party could act upon anything they went under. Only a trail of bubbles was the only clue that they were there a few second earlier.
Curious as to where they came from, they followed the channel to a landing along the cavern wall. There was a large stone slab across the channel along the wall. At either side there were two archways some 15 feet high. They were thinking of swimming under the stone slab to see what was on the other side. Yet Konato took it upon himself to dimension door pass the archways hoping to find himself on the otherside. He soon discovered there was a canal here and a constructed tunnel with a channel. It was dimly illuminated with amber crystals along the walls and there seemed to be doorways and some bridges. He broke off a crystal and figured to use it as a key on the divet along the inner archway. The party was surprised when he opened he door and found themselves in some sort of settlement. The door closed with a thud.
Location: Ruins of Amberlight
Caleph and company were standing on the right side of a canal. A small walkway some 5 feet across were along either side of the canal. In the distance it could be seen that these walkways branched off into side passages and smaller canals joined the main one was well. To be on the safe side Caleph cast water walk on them all, making sure that none would fall and be carried away by the swift current.
Meanwhile the Valen was consulting his tome on what to do about petrification. Fortunately he remember that his ability did allow him to cast a lesser restoration which would indeed cure Iaqino of his affliction. As soon the spell was cast Iaqino found himself in the 10 x 10 foot room again, experiencing Deja Vu as they were just in here...but he last remembered..... before this question could be solved a loud thud was heard outside in the canals. Geoff and Gloff stepped outward and prepared for the worst.
Geoff immediately found himself glowing green, Caleph and company had noticed him and managed to quickly pull of a defensive spell. Geoff and Gloff immediately recognized Caleph and called out. Valen immediately called out to parlay and talk things through.
Geoff and Gloff were trying to explain that they knew him, they were adventuring buddies. They had traveled with him for quite sometime and had been hired out to rescue some adventurers and clear out some duergar.
Caleph was taken aback as he would never sort with their kind, well at least by choice off hand, perhaps if they were useful, Geoff perhaps...but not a half-orc. Gloff quickly cast faire fire and surrounded Caleph in a purple glow. They also mentioned that their Caleph turned out to be some purple guy too, a doppleganger.
It was at this point it all made sense to him. Vespa would have never have left so discretely, she surely was lured away by this false Caleph and lead astray. She could be down here captured. This false Caleph could be part of a larger plot, after all he was a rather awesome druid. As he was lost in thought and talking out loud to some unknown force he lost concentration to his spell. He noticed everyone was starring at him. Gloff had dropped his spell too. Soon though the High Elven ranger started to exchange not so friendly words with the Wood Elf Druid. Tensions began to rise again, Konato bored had went on to explore some of the other rooms, in the first they had passed he found a library of books. Tanya, Gordok, and Enolo joined him. As they entered the room, both Caleph and the Valen claimed first rights, and soon another exchange of words took place. Tyra soon discovered a very dark secret of the settlement they were in. Apparently this library was the Quartermaster's Office of Amberlight..
According to Ledgers of the Quartermaster of Amberlight.
-Contact with the surface dwellers was a welcome. A party of our sunlight cousins and dwarves have reached us. They were very impressed with our humble town. An enterprising gnome who was a founding member of an adventurer's guild wanted to conduct some trade with us. The elder is very excited to finally get some apples. We are all very excited by these new prospects!
-Receipt: Copy for 10 bushels of apples, 12 music boxes, an astronomy chart,astrolabe, 14 cases of elven pear blossom wine. Exchange for 4 boxes of ambe rquartz, 5 boxes of sapphires, 25lbs of salt, 15 lbs of Various Glowcap. Elder is pleased.
-Our sunlit cousins have asked about some of the ores our clan has been mining the area for generations. They seemed disappointed, according to one of the dwarves whom I drank with they were originally on a field expedition looking for rich veins. Personally I am disappointed. It was true what my grandfather said about surface dwellers I guess.
-We have received a lot of plants, some of them are very pretty. They are in demand in our markets. This is definitely and improvement to the taste of mushroom. It seems on the surface they have a things called seasons that cause different plants to grow from time to time. We have been getting a good variety of stuff. People are happy.
-The duergar have attacked us once again. For years they have been curious about the increased activity along the caverns. Surface dwellers really make too much noise. King Rylosh has sent his ambassador to speak with the Elder. Their threats are hallow. We are blessed by the elements, the stones keep us safe.
Nothing will make us give up our apples!!! Especially when we found out they come in all sorts of colors and
flavors!
-The Elder is confused. Trade had gone on for years now. There are no more apples all of a sudden. Our surface cousins want to know where the soft metals are. They have accused us on holding out. Honestly the surface dwellers are temperamental. I miss the apples."
-Elder Jasperblade is dead. The council is selecting a new Elder. As of today, we are giving reverence to him. May he return to the earth, and may the earth return him one day.
-I write this now as a record. Renarl has magically sealed the my office. A few survivors and I will be teleporting away from here soon. The earth elementals are doing their best to defend and ferry us away....deep...deep...deep underground. We thought they came to honor Elder Jasperblade, that sun-scorched leader of the adventurer's guild came. He was the one who wanted that useless ore, he demanded that we give him access to the ores. Do they not understand that the veins of the earth are our lifeblood? Gnomish death squads.... why would the surface dwellers have devices that are powered by the flames of their killer sun?
Closing
After digesting what they had just learned, they decided to rest in this office. It was safe and secure for the time being.
Quest Goals to Accomplish Still
-Caleph and company will integrate the party with them. Hopefully they kind find some clue to Vespa and encounter uncover what the dopplegangers are up to.
-Valen has decided to tag along, it would give him a chance to hone his skills. He is likewise intrigued to the plot that has unfolded.
-Iaqino, Geoff, and Gloff still have to fulfill their mission despite heavy party loses. They have an obligation to rescue the missing adventurers sent by the guild and clear out the duergar menace.
Total Party XP Awarded: 1,000 xp
Saturday, August 12, 2017
Gnomenheim Adventure Path 00: Part 1
The Road Thus Far....
GM: Loren
Players: "Iaqino", "Geoff", "Gloff".
"Valen".
"Caleph", "Enolo", "Gordok", "Konato", and "Tyra".
Missing or Presumed Dead: "Willow", "Yew", "Crash" and a "Khan".
Location: Miner's Chamber
The party had just defeated some duergar miners and a roper. As they had been through an exhausting series of events they all agreed to make camp and rest up. After looting the bodies, they disposed of them in the convenient pool of level at the end of the cavern. Iaqino (Tiefling Rogue), Gloff (Half-Orc Druid), Yew (Air Genasi Bard), and the Khan (Human Warlock) slept in a Tiny Hut that was evoked by the music of Yew. It was positioned to block an entrance to the chamber and remain opaque ensuring nothing could get in. Geoff (Goliath Barbarian) and Willow (Paladin of the Raven Queen) would sleep in the chamber. Willow would take watch allowing everyone to rest up.
As they recovered after a full nights rest, Geoff was the first to be awakened by a quick groan from the earth as pebbles rained down on him. It seems a cave in was occurring. Before he could react, the floor gave way spilling everyone further down into the earth. Yew's enchantment had expired during this and everyone tossed about.
Location: Community Hall of Amberlight
Geoff had landed with a thud and rolled down onto a cool stone surface. Behind him was a mound of rubble, the remnants of the mining chamber their were just in. As the dust settled he could easily see Iaqino and Gloff. Willow, Yew, and the Warlock were no where to be seen. A purple creature wearing Caleph's clothes was half buried under the mound, his lower half crushed by tons of rubble.
Before waking the others Geoff took it upon himself to explore where they were. He was in a constructed chamber some 100 wide x 150 long x 30 feet tall. There was pillar supporting the hall ever 20 feet, and at the very end was a Green Marble statue of a female gnome holding a golden bowl over her head as water cascaded down from the ceiling. Behind that was two sealed archways that were 15 feet high. Surprising the hall was light by amber crystal embedded along the wall providing ample light. He even walked to the statue and tested the water hoping for it to be magical.... it was just clean water. Yet he did discover the the fountain was above a grate that drained into a lower level some 40 below. Seeing that things were safe he slapped Iaqino and Gloff awake.
Iaqino and Gloff searched glance around for their other companions, and like Geoff assumed that they were buried under the debris and "didn't" make it. They were shocked to find out that Caleph was a creature similar to the one they had encountered before. They thought over how had this happened??? Could it have infiltrated the group in their sleep? Onward to there mission they put their losses behind and started looking for a way out. As they searched, the area had a weird smell. It smelled of soot. Iaqino had discovered that the archways were sealed some how and required a small diamond that fit into a depression on the side. Gloff and Geoff look toward the fountain and both thought to check the bowl. Sure enough there was a blue diamond shaped crystal.
They opened the left archway, immediately a cloud of soot and ash spilled outward. Iaqino quickly closed the archway again. They tried again with the other archway and the hallway was musty, but Iaqino could see at least a dozen figures move up and shuffle toward them. Again they quickly closed the door and devised a plan to take care of the new threat. They would create a barrier of flame and Geoff would smash the burning bodies to bits.
Location: The Mountain Caverns of Amberlight
In order to test his skill, Valen, a high elf ranger headed for the mountain north of Gnomenheim. There was a rumor about disappearing villagers who would return days later, any act kind of off and then just leave. Many family were broken as a result. Valen had an idea what could be behind the cause, this would be a way to prove his skill and merit. He had found a cave entrance high in the mountains, there were some human bones outside of it. This did not seem like a lair or the work of some animal so he descend into the cave. For days he wandered the maze of passages, avoid the detection of a duergar patrol lead by a dark elf. As he went deeper he he discovered the ruins of a Svirfneblin settlement. Here there was a meeting of several individuals, it peaked his curiosity that a variety of surface dwellers would be down he unprepared.
Yet when they came together they forms changed becoming purplish humanoids who spoke in a language he did not understand. He watched them for an hour until they resumed their alter ego and went there separate ways. He managed to track three down and dispatch them over the next couple of days as they kept to the ruins. He had found no evidence that this was their lair, but they had an interest in the area.
What attracted his attention was another sound of doors open and closing, he went quickly to investigate. He entered another charred hallway, and seems more of the undead gnomes were heading toward the sound as well. Having the advantage he waded into their midst and dispatched them rather quickly. The door began to open once more and he saw the silhouette of three figure in the archway at the end of the hall.
Location: The Open World
Months and weeks had gone by since Vespa (Dragonborn) was missing. She was a close friend of Celeph (Wood Elf Druid), who was heavy with heart that he had not heard from here. Despite the best efforts of the Druid Circle, they could not divine where or what had happened to Vespa. What was most troubling is that the eldest druid had received a vision....
"Vespa must be found. Key to a potential Great Calamity"
Caleph took it upon himself to search for Vespa. He explored where he thought she could be but could find no trace. He had met others and asked around and still no clue or trace could be found, even among the sages and magic-users. His heart was heavy as the last of his possible leads yielded no results. The curious thing is this town, people seemed to have remembered him. Some vaguely recalled a dragonborn in his company, others however said he was here many of a time on his own. The last time he allegedly visited her was just a few weeks ago. Apparently he joined a caravan that traveled to Gnomenheim. He quickly joined the next one headed in that direction. The journey was uneventful, but he had met some interesting companions along the way and offered to hire them for a quest. He felt it in his bones that he was so close and figured he might need the strength in numbers. His first choice was Tyra (Rock Gnome Bard), who seemed very booksmart and would come in handy. Enolo (Human Ranger) shared a respect for nature and could be a trusted companion. Gordok (Dwarven Fighter) seemed to be capable muscle. Lastly there was Konato (Human Void Mage) who seemed capable enough to provide extra fire power.
When the reached Gnomenheim several individuals admitted to seeing him at the tavern, some magical shops, and lastly at the adventurer's guild. Tyra was able to find out for him that indeed an elf who looked liked Caleph was here and traveled on a guild quest to a mine nearby. They gathered supplies and headed to the mines that were a days travel away.
Unbeknownst to them an elephant stabled at a local tavern had recognized Caleph and decided to follow them. Peanut had been missing Crash.
Location: The Mine
Caleph's party had found the mine entrance. A paladin, named Glagg, carrying a sack was leaving the entrance and recognized Caleph. Excited they journeyed downward into the depths they were on the right path!
In the lower level of the mine they found some evidence of a skirmish, there was one tunnel that seemed to have been recently set ablaze. Another tunnel lead to an underground river that poured deeper and deeper into the earth. They followed it and even came to a ransacked duergar fort. The remains of several dwarves and purplish humanoid were found as well, the bodies mutilated. They were so close.
Having a dwarf in the party should prove useful, and that is why Caleph hired one. Gordok recommended to follow a side tunnel, rivers were wet and overflowed. It was the safest bet. No sooner had they began to proceed down the tunnel a slight shift in the earth was felt and the tunnel collapsed. They were determined to go through the tunnel, but saw the uncertainty of the dwarf had. Perhaps not all dwarves were natural spellunkers. Seemed like they should follow the river.
Location: The Zangar Mire
The cavern had a strong flowing river going down the center of the cavern. Caleph's party followed the water until it came to another opening into a massive chamber of softly glowing light. They had just entered above fungal forest. They were some 40 feet above the forest, the water streamed down onto the cavern floor creating a seemingly shallow mire. Stair were carved into the stone some 15 feet wide that lead down to the cavern floor. The squawks of the creatures could be heard echoing within the mushroom forest. Caleph and Enolo decided to go ahead. Caleph vaguely recalled what creatures could be making the sounds, but was not too sure. As they scouted ahead, Tyra recalled a story about a creature known as a cockatrice, it was known to dwell undergound and could potentially turn someone to stone. By themselves they were dangerous, but in a group they could be deadly. Konato used his magics to communicate with Calpeh alerting hom of the danger. They regrouped and decide to journey forth in a greater number hoping to pass without a trace and alert the wildlife.
Location: Community Hall of Amberlight
As Iaqino's party open the door and were ready to attack the zombies they began to hear the scraping of still and the sound of someone hacking their way through the zombies. When the door finally opened a elven ranger was their to great them with a heart triumph of victory. Geoff was extremely disappointed that there was nothing left to fight. Introductions were quickly made, and Iaqino and crew wanted to know if there was a way out. Valen let them know there were ruins beyond but he has been down here for days improving his skill. As they shared the circumstance on how they both ended up here, Valen's interest was peaked when the mention of the purple humanoid was mentioned. Being somewhat familiar with these beings, he confirmed that their friend Caleph was indeed a doppleganger. Who know how long it could have been, even if its real name was Caleph. Intrigued Valen said he would be happy to accompany them and he could deal with them along the way.
They once again were faced with a decision of how to get out of here. They were going to again try the other archway. After opening it again, they better saw that the hallways was covered with at least and inch deep of soot. Valen had commented that the soot seemed to be the result of some gnomish/technological magic. It seem that soot and ash here may have been a great number of people that were incinerated here. After all while wandering the ruins he had come across some husks of gnomes, that when touched fell part at a touch into soot. They closed this archway.
Eventually it was decided to give the grate behind the fountain, the statue stood upon a grate which drained into a lower level. A hatch within the grate, had a visible shaft that went 40 down and a mithral ladder was attached to the wall. They attempted to open the grate, but it was rusted shoot. Each of them pulled, until the ranger with his grapple and the combined effort of everyone managed pop open the grate. As they went down they noticed another diamond shaped depression just under the grate.
At the bottom of the shaft was a 10 x 10 room with a wooden door. They cautiously took a step outside and saw a canal with swift cool water water. Like in the previous hall, there were amber crystals embedded in the walls to illuminate their way. As Valen said, this was once a settlement of deep gnomes that had been long abandoned. They decided to go up stream of the canal along a walk and found a small stone chest with a couple of iron maces. It seems this was a weapons lockers a guard would have had. As they were examining the small side passage, a flock of cockatrice appeared from another smaller passage and began to attack.
Valen managed to hit one with some bullets from his sling, unfortunately his sling had sailed along with the last bullet. Iaqino was hit twice by the pecking of the cockatrice, he began to stiffen. Gloff called upon the power of stone and sent thunderous wave energy along the floor. It knocked most of the cockatrice into a side canal and they were swept away. The last remaining cockatrice took the full furry of Geoff's blows as he had nothing to fight the entire time. There was only pulp left....and a permanent stain on the walkway from the powerful strike from Geoff. Iaqino did not farewell, as he turned to stone. They quickly regrouped to the room with the ladder and tried to figure out what to do next.
GM: Loren
Players: "Iaqino", "Geoff", "Gloff".
"Valen".
"Caleph", "Enolo", "Gordok", "Konato", and "Tyra".
Missing or Presumed Dead: "Willow", "Yew", "Crash" and a "Khan".
Location: Miner's Chamber
The party had just defeated some duergar miners and a roper. As they had been through an exhausting series of events they all agreed to make camp and rest up. After looting the bodies, they disposed of them in the convenient pool of level at the end of the cavern. Iaqino (Tiefling Rogue), Gloff (Half-Orc Druid), Yew (Air Genasi Bard), and the Khan (Human Warlock) slept in a Tiny Hut that was evoked by the music of Yew. It was positioned to block an entrance to the chamber and remain opaque ensuring nothing could get in. Geoff (Goliath Barbarian) and Willow (Paladin of the Raven Queen) would sleep in the chamber. Willow would take watch allowing everyone to rest up.
As they recovered after a full nights rest, Geoff was the first to be awakened by a quick groan from the earth as pebbles rained down on him. It seems a cave in was occurring. Before he could react, the floor gave way spilling everyone further down into the earth. Yew's enchantment had expired during this and everyone tossed about.
Location: Community Hall of Amberlight
Geoff had landed with a thud and rolled down onto a cool stone surface. Behind him was a mound of rubble, the remnants of the mining chamber their were just in. As the dust settled he could easily see Iaqino and Gloff. Willow, Yew, and the Warlock were no where to be seen. A purple creature wearing Caleph's clothes was half buried under the mound, his lower half crushed by tons of rubble.
Before waking the others Geoff took it upon himself to explore where they were. He was in a constructed chamber some 100 wide x 150 long x 30 feet tall. There was pillar supporting the hall ever 20 feet, and at the very end was a Green Marble statue of a female gnome holding a golden bowl over her head as water cascaded down from the ceiling. Behind that was two sealed archways that were 15 feet high. Surprising the hall was light by amber crystal embedded along the wall providing ample light. He even walked to the statue and tested the water hoping for it to be magical.... it was just clean water. Yet he did discover the the fountain was above a grate that drained into a lower level some 40 below. Seeing that things were safe he slapped Iaqino and Gloff awake.
Iaqino and Gloff searched glance around for their other companions, and like Geoff assumed that they were buried under the debris and "didn't" make it. They were shocked to find out that Caleph was a creature similar to the one they had encountered before. They thought over how had this happened??? Could it have infiltrated the group in their sleep? Onward to there mission they put their losses behind and started looking for a way out. As they searched, the area had a weird smell. It smelled of soot. Iaqino had discovered that the archways were sealed some how and required a small diamond that fit into a depression on the side. Gloff and Geoff look toward the fountain and both thought to check the bowl. Sure enough there was a blue diamond shaped crystal.
They opened the left archway, immediately a cloud of soot and ash spilled outward. Iaqino quickly closed the archway again. They tried again with the other archway and the hallway was musty, but Iaqino could see at least a dozen figures move up and shuffle toward them. Again they quickly closed the door and devised a plan to take care of the new threat. They would create a barrier of flame and Geoff would smash the burning bodies to bits.
Location: The Mountain Caverns of Amberlight
In order to test his skill, Valen, a high elf ranger headed for the mountain north of Gnomenheim. There was a rumor about disappearing villagers who would return days later, any act kind of off and then just leave. Many family were broken as a result. Valen had an idea what could be behind the cause, this would be a way to prove his skill and merit. He had found a cave entrance high in the mountains, there were some human bones outside of it. This did not seem like a lair or the work of some animal so he descend into the cave. For days he wandered the maze of passages, avoid the detection of a duergar patrol lead by a dark elf. As he went deeper he he discovered the ruins of a Svirfneblin settlement. Here there was a meeting of several individuals, it peaked his curiosity that a variety of surface dwellers would be down he unprepared.
Yet when they came together they forms changed becoming purplish humanoids who spoke in a language he did not understand. He watched them for an hour until they resumed their alter ego and went there separate ways. He managed to track three down and dispatch them over the next couple of days as they kept to the ruins. He had found no evidence that this was their lair, but they had an interest in the area.
What attracted his attention was another sound of doors open and closing, he went quickly to investigate. He entered another charred hallway, and seems more of the undead gnomes were heading toward the sound as well. Having the advantage he waded into their midst and dispatched them rather quickly. The door began to open once more and he saw the silhouette of three figure in the archway at the end of the hall.
Location: The Open World
Months and weeks had gone by since Vespa (Dragonborn) was missing. She was a close friend of Celeph (Wood Elf Druid), who was heavy with heart that he had not heard from here. Despite the best efforts of the Druid Circle, they could not divine where or what had happened to Vespa. What was most troubling is that the eldest druid had received a vision....
"Vespa must be found. Key to a potential Great Calamity"
Caleph took it upon himself to search for Vespa. He explored where he thought she could be but could find no trace. He had met others and asked around and still no clue or trace could be found, even among the sages and magic-users. His heart was heavy as the last of his possible leads yielded no results. The curious thing is this town, people seemed to have remembered him. Some vaguely recalled a dragonborn in his company, others however said he was here many of a time on his own. The last time he allegedly visited her was just a few weeks ago. Apparently he joined a caravan that traveled to Gnomenheim. He quickly joined the next one headed in that direction. The journey was uneventful, but he had met some interesting companions along the way and offered to hire them for a quest. He felt it in his bones that he was so close and figured he might need the strength in numbers. His first choice was Tyra (Rock Gnome Bard), who seemed very booksmart and would come in handy. Enolo (Human Ranger) shared a respect for nature and could be a trusted companion. Gordok (Dwarven Fighter) seemed to be capable muscle. Lastly there was Konato (Human Void Mage) who seemed capable enough to provide extra fire power.
When the reached Gnomenheim several individuals admitted to seeing him at the tavern, some magical shops, and lastly at the adventurer's guild. Tyra was able to find out for him that indeed an elf who looked liked Caleph was here and traveled on a guild quest to a mine nearby. They gathered supplies and headed to the mines that were a days travel away.
Unbeknownst to them an elephant stabled at a local tavern had recognized Caleph and decided to follow them. Peanut had been missing Crash.
Location: The Mine
Caleph's party had found the mine entrance. A paladin, named Glagg, carrying a sack was leaving the entrance and recognized Caleph. Excited they journeyed downward into the depths they were on the right path!
In the lower level of the mine they found some evidence of a skirmish, there was one tunnel that seemed to have been recently set ablaze. Another tunnel lead to an underground river that poured deeper and deeper into the earth. They followed it and even came to a ransacked duergar fort. The remains of several dwarves and purplish humanoid were found as well, the bodies mutilated. They were so close.
Having a dwarf in the party should prove useful, and that is why Caleph hired one. Gordok recommended to follow a side tunnel, rivers were wet and overflowed. It was the safest bet. No sooner had they began to proceed down the tunnel a slight shift in the earth was felt and the tunnel collapsed. They were determined to go through the tunnel, but saw the uncertainty of the dwarf had. Perhaps not all dwarves were natural spellunkers. Seemed like they should follow the river.
Location: The Zangar Mire
The cavern had a strong flowing river going down the center of the cavern. Caleph's party followed the water until it came to another opening into a massive chamber of softly glowing light. They had just entered above fungal forest. They were some 40 feet above the forest, the water streamed down onto the cavern floor creating a seemingly shallow mire. Stair were carved into the stone some 15 feet wide that lead down to the cavern floor. The squawks of the creatures could be heard echoing within the mushroom forest. Caleph and Enolo decided to go ahead. Caleph vaguely recalled what creatures could be making the sounds, but was not too sure. As they scouted ahead, Tyra recalled a story about a creature known as a cockatrice, it was known to dwell undergound and could potentially turn someone to stone. By themselves they were dangerous, but in a group they could be deadly. Konato used his magics to communicate with Calpeh alerting hom of the danger. They regrouped and decide to journey forth in a greater number hoping to pass without a trace and alert the wildlife.
Location: Community Hall of Amberlight
As Iaqino's party open the door and were ready to attack the zombies they began to hear the scraping of still and the sound of someone hacking their way through the zombies. When the door finally opened a elven ranger was their to great them with a heart triumph of victory. Geoff was extremely disappointed that there was nothing left to fight. Introductions were quickly made, and Iaqino and crew wanted to know if there was a way out. Valen let them know there were ruins beyond but he has been down here for days improving his skill. As they shared the circumstance on how they both ended up here, Valen's interest was peaked when the mention of the purple humanoid was mentioned. Being somewhat familiar with these beings, he confirmed that their friend Caleph was indeed a doppleganger. Who know how long it could have been, even if its real name was Caleph. Intrigued Valen said he would be happy to accompany them and he could deal with them along the way.
They once again were faced with a decision of how to get out of here. They were going to again try the other archway. After opening it again, they better saw that the hallways was covered with at least and inch deep of soot. Valen had commented that the soot seemed to be the result of some gnomish/technological magic. It seem that soot and ash here may have been a great number of people that were incinerated here. After all while wandering the ruins he had come across some husks of gnomes, that when touched fell part at a touch into soot. They closed this archway.
Eventually it was decided to give the grate behind the fountain, the statue stood upon a grate which drained into a lower level. A hatch within the grate, had a visible shaft that went 40 down and a mithral ladder was attached to the wall. They attempted to open the grate, but it was rusted shoot. Each of them pulled, until the ranger with his grapple and the combined effort of everyone managed pop open the grate. As they went down they noticed another diamond shaped depression just under the grate.
At the bottom of the shaft was a 10 x 10 room with a wooden door. They cautiously took a step outside and saw a canal with swift cool water water. Like in the previous hall, there were amber crystals embedded in the walls to illuminate their way. As Valen said, this was once a settlement of deep gnomes that had been long abandoned. They decided to go up stream of the canal along a walk and found a small stone chest with a couple of iron maces. It seems this was a weapons lockers a guard would have had. As they were examining the small side passage, a flock of cockatrice appeared from another smaller passage and began to attack.
Valen managed to hit one with some bullets from his sling, unfortunately his sling had sailed along with the last bullet. Iaqino was hit twice by the pecking of the cockatrice, he began to stiffen. Gloff called upon the power of stone and sent thunderous wave energy along the floor. It knocked most of the cockatrice into a side canal and they were swept away. The last remaining cockatrice took the full furry of Geoff's blows as he had nothing to fight the entire time. There was only pulp left....and a permanent stain on the walkway from the powerful strike from Geoff. Iaqino did not farewell, as he turned to stone. They quickly regrouped to the room with the ladder and tried to figure out what to do next.
5E D&D Magic the Gathering Campaign Setting
Individuals familiar with Wizards of the Coast and Hasbro know of Magic the Gathering. This CTG was one of the first of its kind to come out in the 90's spanning numerous expansions and having a profoundly rich story line. After nearly two decades of wishing and various fan made materials, there are "Official" Magic the Gathering campaign resources available.
There are a series of books, "Art of Magic the Gathering", that is currently featuring each of the main planes involved in the TCG and novels. Although the products are Art Books, they are actually well done systems neutral campaign books featuring the rich history, locations, beasts, personas, and a wealth of information with the worlds of Magic the Gathering. In addition Wizards of the Coast have been making "Art of Magic the Gathering: Plane Shift" series as free supplements for 5E Dungeons and Dragons. Each supplement give you some game mechanics to create a campaign; complete with race, class, and background options using the 5E system.
Magic the Gathering: Plane Shift - Amonkhet
Magic the Gathering: Plane Shift - Innistrad
Magic the Gathering: Plane Shift - Kaladesh
Magic the Gathering: Plane Shift - Zendikar
Now to be fair, there are no maps published for many of these worlds. Most of the maps that have been published can be found in the various novels, computer games, comics, calendars, and early story decks from the settings. Phyrexia.com has a collection of images of maps from various supplements. They feature maps from Dominaria, Mercadia, and Phyrexia.
There are a series of books, "Art of Magic the Gathering", that is currently featuring each of the main planes involved in the TCG and novels. Although the products are Art Books, they are actually well done systems neutral campaign books featuring the rich history, locations, beasts, personas, and a wealth of information with the worlds of Magic the Gathering. In addition Wizards of the Coast have been making "Art of Magic the Gathering: Plane Shift" series as free supplements for 5E Dungeons and Dragons. Each supplement give you some game mechanics to create a campaign; complete with race, class, and background options using the 5E system.
Magic the Gathering: Plane Shift - Amonkhet
Magic the Gathering: Plane Shift - Innistrad
Magic the Gathering: Plane Shift - Kaladesh
Magic the Gathering: Plane Shift - Zendikar
Now to be fair, there are no maps published for many of these worlds. Most of the maps that have been published can be found in the various novels, computer games, comics, calendars, and early story decks from the settings. Phyrexia.com has a collection of images of maps from various supplements. They feature maps from Dominaria, Mercadia, and Phyrexia.
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