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Thursday, March 19, 2015

I'd Been Waiting // For a group like you // To come back tooooo my life

Hello, Taxidermists!

It’s been many moons since you all have seen anything new here, but I appreciate your willingness to meet again after so long away.  After some fun and not-so-fun diversions, I want to make this group the main focus of my D&D energy, and I’ve built lots of world with which you can interact and explore.  There’s lots of lore, mysteries and excitement, whether you all push forward with the main campaign and/or deviate. 

In today’s blog post, I want to cover three things: the usual narrative of our last session, a potential future alternative for the group, assuming Wes and Drew have to be out of town in the next few months, and finally, choosing a homeland! 
The recap will be briefer than normal, but should still help jog your memory should you need to look back!

Thursday, March 23, NY 931

                No matter how long we toss and turn after a long, arduous day, the pitter-patter of rain rouses us from sleep.  The Gallant Gate, our residence just days before, is abandoned, cold, and smashed to bits.  The splatter of rain striking the worn, oaken floorboards along the upstairs hall portends the gaps that have emerged in the roof from smoldering fire.  The din of the rain, the occasional horse racing down the cobblestone street outside and the sounds of life from outside finally bring us to our feet. 

                Downstairs, a human voice in a brusque language calls out to the seemingly vacant inn.  A soldier continues to call out in this curt, ugly tongue as he ascends the staircase, the wood creaking and giving with each careful step.  Raina, concerned about the interloper’s intentions, hobbles onto a nearby dresser and readies her bow, the string groaning audibly in the stillness.  Kalecgos, convinced these soldiers mean them no harm, calls out.  “Hail!”

                In his native Common, the guard calls back, “Who goes there?”

                Drew answers with his name, and the guard emerges from around the worn banister of the stair, his hand relaxing from the pommel of his sword.  “That’s good; my Goblin is a little rusty,” he confessed.

                The soldier invited us down to break down the course of events from the night before.  Kalecgos disclosed Tammil’s hidden path that carved beneath the rocky crust of Thoroma to the basement below, to which the guards, knowing the gnome’s reputation, let out a guffaw.  How fitting, they agreed.  After a soldier fetched us some watery ale that survived the night in the kitchen’s casks, their captain caught us up.  Apparently, the goblins and their siege teams moved north after a mysterious woman tricked them into following her, as she ostensibly had something they wanted.  They’d gotten word after dark in Kelten, the Gintan capital to the north, and they mustered and rode south, intercepting them near the town of Elmid, a few hours’ ride north of here.  They engaged the goblins and killed them down to the last one, but they lost several of their own.  The wounded and their retinues returned, but this captain and several dozen rode to Thoroma to find the destruction wrought by these goblin fiends.  They’d been working through the night to make sure everyone was safe.

                As his eyes read our reaction to the story, it was clear that we were the last thing on his mind, as healthy, able-bodied adventurers.  He was after the wounded, the sick, and the displaced.  He called his men to follow, wished us luck, and left us at the table.  The inn fell silent as the rain outside had begun to abate. 

                We decided to explore the town, or what was left of it, as we’d been given our next rendezvous by Mel from the Priory the evening before: meet her at the Summerwald Arms in Yidda the following Friday, the last day of the month and to rent the only unoccupied room, which she had reserved for us in secret.  Then, she could give them further instructions.  Tammil had also scrawled a missive for us to deliver to the Princess of the Bells, a trusted confidant of the mayor.  The scroll’s sealed, and we don’t have a clue what’s in it.

                Before responding to Mel’s and the Priory’s call, we marched to the center of town, the site of the spring festival.  What was once a vibrant, cheerful market of out-of-towners like ourselves was a battleground for the lives and health of Thoroma.  Triages had been set up where meeting spaces once were, and stalls normally filled with delicious foods and handmade wares have become receptacles offering simple bread, cheese, bandages, salves, and blankets.  Cries of pain and sadness washed over us, replacing the rain that had stilled to a drizzle.  We didn’t recognize anyone, and soldiers and townsfolk alike were darting from person to person, litter to litter as they cared for the wounded.  As our own stocks were nearly depleted, we took some of the offered cheese and bread.  Seyer regarded the operation gingerly, but he and the rest of us determined the work was steady, but sufficiently staffed to move forward and head west into the forest.  We gathered some information about the path ahead of us, the distance that awaited, and more about the Princess to whom we had a critical message to impart.

                Outside of town, the homesteads that surround Thoroma were empty of sentient life.  One still had cows grazing on the early spring grass, but no sign of the farmhands who tended them.  The front door of another homestead is flung open, noiselessly swaying like an idle sail. 

                After only a few minutes, the woods emerge over a small rise, and the overcast sky disappears behind canopies of blooming trees, awaking from hibernation in a verdant display.  Every step on the well-tended dirt path of the Garrisunnie is sure, and the earth is soft from the rain that trickled through the treetops. 

                We walk through the forest wordlessly, each of us considering the events of the past week and wondering what role we have to play in it.  The wood is hilly and broken, with rocky outcroppings emerging from the green basement of shrubs and spring buds.  After several hours of walking, perhaps shortly after midday, we see particularly large cliff to the left of the road, with an earthen trough between us.  The rockface moved, and a small, stony being emerged from it.  Although it did not seem to speak, Kalecgos watched it and intently, listening to the scuffs and cracks made by the pebbles colliding together.  He spoke back, producing no vowel sounds, but guttural rumbles and forcing air through his teeth.  The creature responded, but it seems that Kalecgos’s attempt at Terran diplomacy failed, and it lunged into combat. 

                While charging towards us, we readied ourselves for battle.  Raina wheeled around and, finding a tree she felt confident climbing, wrapper herself around it to get a better vantage point.  Seyer readied his shield, hoping to use his speed and weight to leap onto the elemental being as it approached.  Kalecgos considered his options with quick, mental precision, firing arcane missiles of force with a quick, verbal incantation.  Naya and her owl lunged into battle, razor-sharp scimitar at the ready.

                Seyer heaved himself shield first at the elemental being, crashing against it with all his weight and strength, but the sturdiness of the elemental and the downward distance of the leap meant that he glanced off the rocky carapace of the creature.  Naya delivered a sharp blow, her wooden implement unphased in contact with the being’s gravelly protection.  Raina, while slipping, ascended the tree and, as she drew her bow back to deal the final bow, she found her balance and let an arrow fly, striking the creature high on its amorphous body.  In a shudder, the elemental disintegrated into a dusty pile of pebbles with a cacophonous rumble.  Naya followed the hill from whence the elemental emerged to find that the creature seemed to be part of the outcropping itself, a hollow alcove carved into the face of the rock.

                We climbed back onto the sloped road and proceeded downhill, breaking briefly for a midday meal.  The afternoon waned, the storm clouds long gone and the pallor of overcast evening seeped through the ever-thickening canopy.  Soon, it was dusk, and the idea of camp sounded great.

                Up ahead, Raina spotted a flickering light indicative of a campfire.  She decided to move ahead of the group to investigate, bow at the ready.  With her first step, a dry twig snapped beneath her feet, and there appeared to be a ruckus near the fire; no doubt the camp’s tenants had heard her.  She scanned the bushes beside the path when suddenly, among the brush beside her, she saw them; goblins!  She held her breath, snagged two arrows from her quiver and fired one at each of the creatures beside her.  One shrieked and collapsed at once, while the other, while struck, emerged from the bushes to attack.  The party came to aid her, but before long, her short sword had finished the job. 

                We approached the camp and observed a foul stench; the goblins had been there for a few days, it seemed, and they had amassed rotten meals, tainted water and excrement at the spot of the camp.  Seyer, eager to capture the scent for an unknown future event, offered the gleaming pinkish liquid of his potion to Raina, using the now empty bottles in his pack to encapsulate the acrid scent.

                The sun had totally vanished from the sky now, and it was time to break camp for the night.  Not here, though; it’s any wonder the goblins survived as long as they did.  That scent would have attracted any number of hungry fauna in this wild forest, happy to have a goblin feast.  We moved upwind of the terrific odor and settled in for the short night; in the morning, we’d be on our way.



You all picked up right where you left off!  Hopefully next meeting will be more productive, as we’re all leveled up and ready to go.

That reminds me, speaking of next session…

Drew had mentioned a site called roll20.net the last time we met as a solution to do online D&D for when people are unable to make it or in the event of significant relocation for half the party.  I took some time to investigate it last night, and it is a DM’s dream come true: lots of tools, widgets, artwork, easy-to-use and build grids and battle scenes, overworld options, and an easy, but robust interface.  For players, it looks like a great, customizable tool to play online.  It includes video chat features, text chat, macros to speed up your dice rolling (including actual die rolls instead of just computer generated numbers, as it’s pretty fun to roll die.) 

I have already made our campaign, Scourge of the Redwyrm, available on the site.  Beth already has her character sheet set up, too, and a lot of times, the program will do the math for you, so long as you build your sheet correctly. 

In my mind, this is an excellent option that might be more convenient for all parties involved.  If I could ask you all to sign up on there (it’s free), I can invite you to the campaign and you can make your character sheet online.  I’m still learning, too, but it should be pretty exciting once we’re up and running.  I’ve had a lot of fun fiddling around, and I already have your current overworld map on there.  It lets you do fog of war, character bios, upload a picture/drawing, add sound effects and music, and generally run a campaign better than you can in paper (at least from what I can tell so far.)  Let me know when you’ve made your account (takes literally ten seconds), and I’ll invite you to the campaign so you can go in and start building your sheet.  I’ve gotten each character in there, so I’ll just need to give you permission to access and change it.   I’d recommend watching the introduction/tutorial videos first, as that’ll help a lot.  I did and was glad I did.

Finally, let’s talk about your character’s homeland.  I did this in another campaign I ran and it worked really well to get people into the world a bit more.  Alora has dozens of potential homelands, but you can only be from some of them based on each nation’s backstory and current status (some, for example, are nearly uninhabited or feature no members of your race.)  So, based on the characters you’ve made, I’ll give each of you five potential homelands to choose from.  Basically, I will grant you all relevant bonuses when determining or gathering information about your home territory.

Seyer (Human)

Nostalon (The undisputed capital kingdom of humanity and the pinnacle of modern civilization; the home of organized magic, trade, government, and the heart of the world’s political and social future.)
Cambyr (A valorous kingdom of humans encircled by violent, war-torn lands.  Trade, diversity, learning, and unity are emphasized in this ancient monarchial society)
Meddlemass (A sweeping watershed and sloping, wild plains, this relaxed, decentralized kingdom is racially and biologically diverse, with a venerated local history.)
Wodengar (An isolated northern kingdom of adventure, icy winds, and spartan living.  It has stayed out of international politics for centuries, managing the dangers and intrigues within.)
Pallalbus (A highly regimented, lawful society that is at the foremost of scientific innovation and scholarly progress.  Constructs and sentients live alongside each other in this small, but advanced society.)

Drew (Human/Half-Elf?  Either works in these locations.)

Eud (Eud is a theocratic, highly religious society that, for some, is heaven on earth, thanks to its wide, pristine valleys and fertile farmlands.)
Twei (Often called the cultural capital of the east, this is the most progressive of the elven realms, and humans, elves, and members of other races and faiths are accepted and nurtured in the kingdom named for the elven word for “twilight.”)
Zoranda (A wild, unfettered, and chaotic land where the people and the government are disorganized, rebellious, and are tempered by years of internal struggle and restlessness.  One of Alora’s most diverse populations.)
Kadd (This land of death, magic, and survival is hard, hot, and dry.  Plagued by constant storms and endless political warfare, necromancers, churches, and the de facto leaders of the disorganized human realm are constantly at odds.)
Nostalon (The undisputed capital kingdom of humanity and the pinnacle of modern civilization; the home of organized magic, trade, government, and the heart of the world’s political and social future.)

Carol (Halfling)

Cambyr (A valorous kingdom of humans encircled by violent, war-torn lands.  Trade, diversity, learning, and unity are emphasized in this ancient monarchial society)
Eud (Eud is a theocratic, highly religious society that, for some, is heaven on earth, thanks to its wide, pristine valleys and fertile farmlands.)
Nostalon (The undisputed capital kingdom of humanity and the pinnacle of modern civilization; the home of organized magic, trade, government, and the heart of the world’s political and social future.)
Ground of Camigil (The ancestral home of both gnomes and halflings, this idyllic, loamy landscape is dotted with homes and burrows of animals and their sentient kin; it’s named after an ancient gnomish god who was thought to dwell here.)
Barak Dun (A craggy, marshy region divided by the ground level; Dwarves thrive below and above ground, and other local races labor to get what they can from the land)

Beth (Elf)

Mutu (Mutu is a tiny druidic kingdom, formed in the crater of an extinct volcano by elves centuries ago as a place of political and military sanctuary.  They are totally isolated, and their languages, customs, and practices have evolved independently and remain obscure to most of the outside world.)
Leywellyn (The ancestral home of the elves, Leywellyn is filled with sweeping forests, massive fauna, and the highest concentration of elvenkind in the world.  Its central, sylvan capital, Feradine, is one of the most beautiful, and well-guarded, cities in history.)
Sierkum (A mountainous land of high peaks and alpine forests, Sierkum is home to the ancestors of dragons, elves, orcs, many of whom who have left their own societies, voluntarily or involuntarily, for the unspoiled wilds of the mountains.)
Urgolia (Urgolia, named for the eponymous mythic lake that encompasses most of the nation’s territory, is a magical, mysterious place, framed to the north by the tallest mountain in Alora.)
Veleoa (Before the New Age, Veleoa was a part of Leywellyn; over the last millennium, though, it has divorced itself from the regimens of proper elven society, preferring a tribal approach to living.  Veleoa’s expansive forests rival Leywellyn, and its wilds are arguably far fiercer, with even older mysteries hidden within the primeval, rocky forests.)

If you’d like more info about any of these locations, I’m happy to give it to you, I just wanted to give you a summary so you could get a picture in your head.  I can also give you an approximate “feel” I have for each, i.e. a real-world location that has the same “look” I have in my head when creating it, as many are based (loosely) on real locations.  That being said, you can picture them however you like, and I encourage you to do so.  This is as much your world as it is mine.

That about does it this time.  I’m thinking the next meeting will be Thursday, March 26th either online or in person!

May all your skinning rolls be 20s!


-         Matt