This blog will detail the campaign world that I'm creating for my Dungeons and Dragons game. My plan is to have all future adventures and campaigns take place in this world. I'm incorporating into the world aspects of the various D&D campaigns that I've run or that I've wanted to run into this.
Wednesday, August 24, 2016
Campaign Diary: Session 12
Monday, August 22, 2016
Campaign Diary: Session 11
Previously on The Broken World Campaign...
The heroes decided to pay a visit to the pirate, Captain Gates, that has been harassing Kern because they learned that he, or rather men in his employ, had gone to a brothel that Solomon works at when he’s not adventuring and bragged about robbing the place. So the heroes go to the town of Greed where the business is located and scout it out. They find that the place is crawling with the Gates’ employees and since they were short a man (Solomon had to work and said he'd catch up later) they decided barging in was not the best plan so they went to a nearby bar and started to gather information. Bantu found a guy named Pasark that is a fence and after some questioning to try and ascertain the whereabouts of the Life Equation tablet & Kern's stuff, he learned that Gates himself is not in town, but one of the captains of his other ships is, a woman named Ryder. The heroes decide to try and sneak into the Expeditions Unknown building at night, but since they don’t have a rogue they decided to see if they could hire one to scout the place out for their employer Kern’s stolen goods and maybe signs of their employer. They didn’t think he’d be there, believing that Gates probably handed him over to councilwoman Krais. So the heroes decide to hire a roguish guy named Saalie in the bar that seems to have a grudge against Gates, and so they arrange to meet later after the rogue has a chance to sneak in. The heroes had several hours to kill, so they walk the streets of the area and the nearby docks to get a feel for the area in case they have to hide out or make a quick getaway. At the docks they see one of Gates' ships docked, the Aether Ryder, which looks like its being prepped for a voyage, but is under guard as well. Eventually they head back to a spot where they can watch the Expeditions Unknown building until its time to meet up with their hireling. Unfortunately, a few hours later, they watch from a distance as the rogue is roughly carried out of the building by a couple of Gates’ men and handed over to the town watch, who take him away. And one of the watch, a sergeant by the looks of him, is now stationed at the corner of the building. The heroes now realize that they have to sneak into the place themselves and that the rogue probably gave them away to the town watch so they had to avoid the sergeant and get out of town as quickly as possible.
Campaign Diary: Session 10
Campaign Diary: Session 9
Previously, on The Broken World Campaign...
Our heroes decide to leave the vault of the dwarf lord on the island of the Micronians and instruct the dragonking Ravel to hide the vault. The heroes then depart and begin making their way back to Tradeport to determine the best way to go about finding the mysterious Life Equation that the spirit of Rann told them was needed in order to save the dying islands. On the way back they encounter a Catgory 2 aetherstorm which rages on for 15 hours and which damages the ship (but which Norro repairs with his divine magic - well, MOSTLY repairs) takes them severely off course, requiring another 6 days travel to get back to Tradeport. A few days into the trip they spot a ship that has apparently been attacked and boarded by a spider-like ship resembling the one they saw back at the cultist temple to Mortalas that orcs were using. The group decide to see if they can help the other ship and bring in Kern's Folly close enough to see that several neogi slavers have boarded the ship and there are many bodies laying about, but one still standing; a female with red skin and horns and casting spells. The heroes bring their ship in closer and discover that aethermines have been scattered about the area. One slams into the Aft of the ship and blows a hole in the hull. They decide to bring the ship to a full stop before any other mines are attracted to them and they then take to the aether and swim over to the other ship to surprise the neogi. Once one or near the ship, they attack the spider-like creatures and seem to have surprised them. Solomon and Leikner take the lead, assaulting the neogi with their weapons while Norro sees to the now-fallen mage and Bantu stays back in the aether to cast spells. It seems that the fight goes well for the heroes until one of the neogi uses magic to enslave Solomon's mind and turns him against Norro. The neogi attempts to escape back to its ship but Leikner follows and attacks. The neogi that have already retreated decouple the spider ship from the other ship and begin backing away from it, apparently attempting to depart. Bantu casts a spell that causes Leikner's neogi to run away from him, and Leikner takes that opportunity to save the human that it had taken and return back to the other ship. Then from below decks, a monstrous umber hulk emerges and takes Solomon from behind, hurting him enough to allow him to snap out of the neogi's enchantment. Bantu casts a spell to cause the umber hulk to flee in fear momentarily, and the creature goes back down below deck. Bantu notices a strange plume of energy erupting out of a hole in the deck and surmises that this is an ominous portent and urges everyone to collect the unconscious and swim back to Kern's Folly. And none too soon, for when they gain some distance from the mage's ship, it explodes, releasing a powerful shockwave through the aether, causing Kern's Folly to rock violently for a few moments, but escaping the brunt of the blast. The session ends with the heroes caring for the wounded.
Campaign Diary: Session 8
Campaign Diary: Session 7
Campaign Diary: Session 6
Campaign Diary: Session 5
Previously, on The Broken World Campaign...
When last we left our heroes, they had set sail for the island where the vault of a dwarf lord is said to be hidden. Halfway there, they discover a ship following them. Pops tells them that it is possibly the pirate Gates, who was responsible for the loss of the last crew of the Kern’s Folly. The heroes decide to take the ship into the dangerous phlogiston in hopes of either losing Gates or that he won’t follow. Their plan appears to pay off as the pursuing ship does not enter the phlogiston. The heroes continue on their journey and find their way to the area where the map provided to them by the priest Walken indicates the location of the island to be and there they find a small island with a massive, horned creature laying atop it. The creature nearly covers the mile-long island and is the largest beast they’ve seen yet. The creature appears to be sleeping or dead as it lay unmoving and giving no signs of life, but they do note that there is a stone cube that has been suspended by chains from the creature’s horns along its back. They fly the ship around the island, taking note of the nearby smaller living islands that have wildlife and one in particular that is home to a Roc. As they circle the main island, they note that one side is rocky and has caves leading into the island while the other side has an opening with water flowing out and a wooded area that has a hut within it. The heroes decide to pull their ship alongside the island to disembark and see who lives in the hut. As they travel through the woods, they see humanoid tracks on a path and follow them. They are soon attacked by a flock of blood-sucking stirges, but the creatures are quickly dispatched thanks to the magic of Brahm and Bantu. They continue onward, finding a small pool with a fishing pole set in place beside it. They continue following the tracks to the hut and find it occupied by a lone, aged dwarf, dressed in rags and bearing a Warhammer, seemingly a bit maniacal, demanding that they leave his island. Only Norro knows dwarvish, so he attempts to calm the dwarf down and succeeds in doing so. The dwarf offers to feed them fish and takes off down the trail to the fishing hole, where he pulls out a fish trap of his design. As the dwarf collects the fish, he becomes alarmed at rustling in the nearby trees and a large, tentacle monster erupts from the trees and attacks. The dwarf runs away as the heroes face the monster and after a fight that nearly took out Solomon, they manage to kill the monster, dragging it’s corpse back to the dwarf’s hut. The dwarf then takes the monster’s tentacles and traces a line around his hut with the monster’s blood which he claims will keep others out. He says the thing is a parasite that comes from the sleeping Gargantua from the cliff above and that they mostly stay up there but occasionally make their way down to cause him trouble. He cooks the fish and the heroes decide to spend the night at the camp, but send their ship away to keep it safe from the night-hunting Roc. They get the dwarf talking and he claims to be Torm Stonebreaker, the son of the mad dwarf king Omus Stonebreaker. Norro knows the legend of the Stonebreaker clan and recites it to the group.
Long ago, during the time of the Aether Wars, dwarven king Omus Stonebreaker became disgruntled with the taxation system of the dwarven clans due to the greed of the High King of the dwarves. Omus, himself a greedy dwarf, became obsessed with hiding his wealth – particularly an artifact that his clan had unearthed in an ancient ruin within one of their mines; an item called the Serpent Crown, which Torm claims drove the king mad when placed upon his brow. Omus ordered several vaults be created and hidden throughout the Archipelago. The king’s mania was tearing the clan apart and bringing down the wrath of the High King. Omus’ son, so Torm – one of the vault builders – took the Serpent Crown and placed it in the vault and then took his crew away and was never heard from again. The Stonebreaker clan was eradicated by the Aether Wars and the High King’s tax collectors and eventually died out, making Torm the last of the Stonebreaker clan. Torm assumed this had happened and took the news solemnly. That night, as the group slept, Torm passed away quietly and the following morning the group finds him dead and bury him. Among his few belongings, they find 500 pieces of gold, an antique set of stonemason tools and his rune-encrusted Warhammer.
The heroes begin contemplating how to get the vault with no door off of the back of the sleeping Gargantua.
Campaign Diary: Session 4
Campaign Diary: Session 3
- Rogan expressed interest in a site located in the Gap of Vaag, about 100 aether leagues from Tradeport, which reputedly is where the remains of an ancient dragon can be found.
- Rumors of the legendary “Golden City” place the island within 30 aether leagues of Tradeport, but further research reveals that the city that is supposed to be made of gold is actually the refuge of some nobles from the old Five Kingdoms (now the Confederacy of Agrivaar) who wished to escape the oppression of the kingdoms and the violence of the wars and they moved their fortunes and assets to this remote island in another region to do so. They specialized in creating Tobor; the race of sentient clockwork and warforged constructs. The historical writings indicate that the last known visit of the island showed that the island itself died, having lost its air bubble and all humanoids upon it were dead, but nothing is written about the fortunes of the nobles or the fate of the tobor living there.
- Walken gives Norro a map that he was given by a thief that had wanted to repent for his thieving ways. The map supposedly leads to the secret vault of a dwarven lord. Upon reviewing the map, it looks like the island it is supposed to be located on is within 5 aether leagues from Tradeport.
Campaign Diary: Session 2
Campaign Diary: Session 1
Campaign Diary: Session 0
Mark: Bantu-Halfling bard
Brian: Leikner – Half-orc paladin
Chad: Norro Nightbreeze – High elf cleric
Drew: Brahm “Sparkle” Eihel – Forest gnome wizard
Chris: Solomon – Human fighter
We begin our campaign in mid-mission without much background; that will come later. At some point during the last week, one of you was spending some time in Sweet’s Pub having some drinks and overheard some merchants that were passing through Tradeport talking about some ruins that they had passed by on one of their recent travels. Your character eavesdropped the conversation enough to get an idea of where the ruins were. You took that information back to Kern, who consulted his maps of the Thelos Province to locate the area that the merchants described.
Sometime later, your team, plus the 5 member crew of Kern’s Folly, the company spelljammer, pull up to the islands that have the ruins you seek. The ruins seem to be spread among a few small islands but the bulk of them are on the large of the islands. You anchor to that island and disembark to explore the site. You approach what appear to be the remains of an ancient temple, with only the foundation and some crumbling columns remaining. Your resident historians, Norro and Bantu study the relief that is etched into the stone of the foundation and learn that the temple dates back to around the time of the founding of the Church of the Trinity, around 500 years ago, and is an early temple dedicated to the Trinity. However, upon closer examination, the temple appears to be more heavily dedicated to the god Mortalas. You move to the top of the foundation, where a large circular platoform still stands, and Norro and Bantu reveal that the reliefs on that structure suggest that the temple was a place where funerary rites were conducted. They also find that a specific symbol, that which represents the Reapers of Mortalas – spiritual servants that collect the souls from the mortal world and deliver them to the afterlife – are also hidden buttons; 4 altogether. You all decide to push the buttons simultaneously and when you do the circular platform begins to grind and concentric stone rings lower to reveal a staircase going down into darkness.
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