Showing posts with label darklings. Show all posts
Showing posts with label darklings. Show all posts

Monday, February 15, 2010

Seattle Campaign 1.3: The Valley of Thanuran

1/24/10

--the adventurers prepare for their trek into the Javelin Mountains, to seek out the strange, forgotten valley in an area of the mountains called Jeweltooth's Arm
--Arata, the newly raised wise one of the Morning Fire Fire darklings, prepares protections for the party in the form of "worry dolls"
--the darklings set up a "base camp" of about a dozen; the base camp is headed by an aristocratic darkling named Erbin; the remainder of the Morning Fire Fires leave to return to their home lands
--in the night, a small party of young darkling scouts defied Arata's orders and disappeared into the mountains, most likely to seek out the valley for themselves; Arata asks the party to send them home if they come across them
--the adventurers head into the mountains; on the first day, they stop at a small clearing surrounded by large boulders to have lunch; the party finds one of the stones oddly turned aside; Riseif discovers something has been left beneath the stone
--the party finds a simple scroll case; inside the case, they find another piece of blank parchment and a piece of amber, a failing sunstone
--using his own blood, Riseif reveals hidden writing (Burnbeard's writing), but the paper has been damaged and only fragments of the writing are legible:
{Below are hurried fragments in Burnbeard’s hand. It seems that haste and a failure in the magic protecting the pages have left a portion of the text readable.}

For myself and for my readers, I set these words to paper in desperation. I fear that the remembrances of just nigh hours past area already slipping, and try as I must, I cannot preserve them in my mind. I hope that the words here will make them indelible and my magics will keep them safe…

…the Valley is geised in some way, the magic is almost deafening…

…withering life and limb… already half our number have died it seems to old… Togro is weary and Obreth is frightened… our very presence seems an affront to the powers that hold the Valley safe, but I do not know whether it is magic to keep outsiders out or to keep some ancient thing in…

Something at the far end of the Valley, I would guess less than three or four kims away… there are channels that might once have been streams fed by melting snows from the mountain surround… signs of life… villages perhaps but they are not of darkling make…

…curiosity has only made matters worse…

Togro demands that we leave and forbid entrance into the Valley… I cannot remember… the bones of animals, humanoids, humans… I have protected us as best as we can through a combination of magics… I fear that only divine intervention can help…

I have pressed on as far as I can go before my party abandons me…

{The fragments grow more erratic and the writing is large and almost manically scratched into the paper.}

Obreth nearly fell… the blood is strange here… too many bones…

There is something dark in the cave…

I must set as much of this down as possible… the Valley takes more than just the breath but the very thoughts as they are born in the mind… this cannot be left to the institutions that be… something tells me that this must be handled with care and secrecy… perhaps it is the Valley… I do not know…

…not without… light… there is darkness that… must… pierces by the right hand…

…bring wood for fires…

Evil beyond imagining…

…too many bones… frightened the darklings… I must help them…

…undeath is different than undead…

I will make certain that this task is left only to…

…Time has…

…broken…

--as the adventurers continue, Riseif (and eventually others) begin to hear a strange whisper from the stone; the stone itself seems to be "alive" though its magical light is fading; the whisper says "Use me" and "Call him"; saying Burnbeard's name while holding the stone seems to make it brighten for a moment
--the party speculates that the stone might be needed in the valley; Tirdim identifies the stone (with an extended ritual) and reveals that the stone holds some sort of power, power that can be released, but he does not know how to release it or what the power is for
--while trekking through the mountains, the party depends on their memories (gleaned from Obreth and Togro) to keep them on track; Lanthorn and Riseif's tracking abilities fail them and cause the party to be lost for a couple of hours
--the party makes camp before making it to the valley
--while camped, the party hears two darkling screams echo through the mountains; Riseif climbs a tree and sees something fly over the treetops in the distance behind them as well as the light of a small camp perhaps
--the party waits till morning to investigate; they backtrack to find the remains of a darkling camp, evidence of a struggle, and evidence of necromantic magic; no sign of the darklings remains
--the party sends word via magical message to Erbin at the base camp
--the party continues on and eventually finds the entrance to the valley; the valley is eerily quiet and devoid of life; it is long and sheltered on all sides by mountains; the party decides to wait till morning before entering
--while camped at night, the group discovers that the valley is completely different at night; the valley takes on a ghostly light, there is ghostly water that flows down the once dry streambeds to a large lake in the valley floor; there are ghostly villages populated by glowing humans in ancient, simple, peasant dress; at the far end of the valley, where a cave is, they see ghostly villagers seemingly on guard
--on the next day, the party enters the valley under the protection of the working sunstone
--they witness a bird fly into the valley and suddenly disintegrate into dust and bones; the valley is littered with bones of all different types
--they enter the first, nearest village; they discover the remains of a previous adventuring party it seems in one of the buildings; they find two badly tarnishing holy symbols (one to Senne and one to Turus); and they find a rod of milky crystal (dedicated to Rune, casts light)
--the continue through the valley; in the second village, they find a magical ring (Ring of Spoken Translation)
--eventually, they make their way to the cave
--inside, they find a pedestal of stone; atop the pedestal sits a sphere of black obsidian or glass (about two and a half hands in diameter); as they approach, they see some sort of black, wispy, wraith-like presence covering the sphere; using the light of the sunstone, they push the wraith off of the stone and it retreats into the shadows of the cave
--there is the sense that some great presence or power comes from the stone
--suddenly, the wraith invokes magics to animate the bones of the dead; a dozen skeletons are summoned at the mouth of the cave
--as if in response, a handful of skeletons are animated within the cave (it seems by the sphere itself) to do battle against the first group of undead
--the party prepares for a fight

1/31/10

--the party battles the wraith and the undead
--the wraith, named Ulashe, invokes necromatic magics against the party (ghostly hands that enervate and cause wounds) while skeletons also harry them
--the battle with the skeletons goes well; however the wraith proves to be difficult to pin down and very dangerous; Tirdim is enervated to the point of collapse
--Wren uses the fading sunstone, breaking it to release its power; she is suddenly filled with divine magnanimity and a rush of faith; she calls upon Rune to banish the undead and to set the Valley right again (Wren has a crises of faith afterward since she did not call Possos)
--Rune answers with a sunray that destroys the skeletons and reveals the wraith; the sunlight weakens the wraith; in its last moments, the wraith lashes out and nearly incapacitates the entire party
--the strange undeathly hold on the valley is broken and the party survives
--the stone sphere is identified: it holds a fragment of the God Anurl's power, power that might be used to imbue and ordain someone as the Visage of Anurl, named Thanuran
--the party rests in the light of the sunstone for the evening
--at night, the valley's ghostly denizens reappear and seem to take notice of the party
--using the Stone of Thanuran, they can communicate with the ghosts, which seem to be on a different plane of existence or are some sort of haunting; they say they are guardians of the stone; their existence is tied to the stone itself
--in the morning, the adventurers leave the valley; there is a sudden peal of thunder and release of power from the sphere; the boulders that flank the entrance of the valley collapse and seal the valley away; the area around the stone seems to wither and die; it is as if the stone were announcing its presence in the Realm, no longer protected or hidden by the Valley
--the party has some conversation about what to do with the sphere, whether to let the Temples know, whether to contact the Priest of Anurl in Gilal (that they befriended), whether or not the power of the sphere should be used
--Riseif half-jokingly says he would be willing to take on the power of Thanuran

Wednesday, January 13, 2010

Seattle Campaign 1.2: "The Ring of Fi'an" (Burnbeard)

1/2/10

--experience is awarded
--the adventuring party leaves Gilal (after securing horses for everyone), crossing west across Takare, and head to Grand Takare, the Sovereign Capital of the Second Continent
--about a week or so later, they arrive in Grand Takare
--they seek out a reasonably nice inn settling on the Inn of the Star and Laurel; the innkeep Aretina (Takaran, sturdy though not fat, friendly in a stern sort of way, dark brown hair) welcomes them
--the party seeks out the help of the Temple District and the Academy Hall
--the Academy reveals a little bit more about the Ring on Tirdim's hand; it is a ring of Magic Talent, dedicated to Lor, and is of Elar make; it is an antique; it also has had other magics imprinted upon it, magics that prevent accurate identification; the "curse" that binds the ring does not seem to be a true or evil curse
--Wren sets about translating a journal of Burnbeard's they found in one of the magic boxes; the journal is about the ring
--eventually, the party heads to the Guild of the Eleventhed Star (particularly after Galen is snubbed by the Academy mage, who called him Tirdim's "manservant")
--at the Guild, they make a contact with a median mage named Magda(Takaran, short, sturdy, long light brown hair, friendly)
--Magda reveals that Burnbeard has left a message and a package for anyone that produces the Ring
--the package has a slip of paper that says, "Seek these hands."
--the package also has two items: a sealed glass phial containing a twig with small delicate leaves and tiny silvery-green berries suspended in clear liquid, and a piece of pottery that is an intricate bit of clay ropework, glazing, and firing
--"Seek these hands." means to find those who made these items
--they seek out an herbalist named Laryth Greenwealth, who knew Burnbeard; Laryth gives them a magical rootball; something small is magical inside the rootball
--they seek out a potter named Tomias Handworth, who also knew Burnbeard; Tomias gives them a sealed clay jar filled with some liquid; something small clunks around inside
--Telisa uses the magic of shape earth to open the ball revealing a second ring
--the clay jar has been enchanted to be nearly unbreakable; the party decide to throw it out of the highest inn window possible; the jar shatters and a gelatinous, slippery, extremely bouncy sphere of greasing is released; inside the ball is a third ring
--once the rings are gotten, they are identified; like the first ring, they have beneficial powers but also seem to be "cursed"
--Riseif wears the ring that grants strength
--a small disagreement breaks out in the party about the third ring, which hastens the wearer's reactions, but eventually the ring is worn by Galen
--Wren's translation of the journal reveals that the ring was given to Burnbeard by an Elar mage named Fi'an, who had visited Burnbeard many years ago; the mage and Burnbeard were fond of each other; the Elar mage passed away and bequeathed the ring to Burnbeard (an unusual act for an Elar mage and for a ring of such value); Burnbeard wanted the ring to be a source of curiosity and inspiration for adventure
--speaking the name "Fi'an" to the ring releases it from Tirdim's hand
--another illusory message is triggered saying, "To seek knowledge is the greatest of all curses. To know wisdom is the greatest of all cures."
--at the release of the ring's curse, a tiny shimmer of light seems to escape the ring and fly away through the walls and out of sight; the party surmises it might have been a message of some sort (but do not know to whom or what it said)

1/10/10

--the next morning, after the discovery of the ring's purpose and name, Aretina awakens the party very early saying a messenger was at the inn for them
--the messenger turns out to be brown-black owl, who turns into a druid named Brela (short, Takaran, weathered tanned skin, beakish, ill-mannered)
--Brela tells the party that she has a message to deliver (which was prearranged by Burnbeard just shortly before his death); she gives them a scroll case and leaves
--the scroll case contains another letter, a final letter from Burnbeard:
To my esteemed friends,

Many apologies — it seems that I have been needing to say that as of late — for resorting to such an impersonal medium to express my thanks, my amazement, and my respect for you all. (And apologies for asking so much of you, for asking you to humor the wooly and nettling wishes of an old, old man.) If I have learned anything in all of my years in this world it is that all life is a game and that some games are very serious. Praise be to Luck! However, I shall not wax philosophical. My time is short. And my plans, as they are wont to be, long in the making.

You have accomplished so much. And whether you are an old friend or a new acquaintance, something of you has charmed this old fool’s heart, and I see in you the very germs of myself at your age. I hope to grow those sometimes fickle, sometimes brilliant, sometimes adventurous bits of myself in you. And if you have come by this final letter then you have my utmost commendation and my utmost pride. There is one last thing I must beg of you.

Help me. Help this old man. Help this fool on an important errand. You have recovered the Ring of Fi’an. You have gained two other things, which I had hoped would be further adventures to the lands to the north and south. But as with all plans and some lives, they sometimes must be curtailed. So, you have the two rings: the Ring of Ogrummum and the Ring of Fleeting. The keys to their would-be curses are now yours as well. It was arrogant of me to think that I could trick you, I could teach you, and most of all, I could instill in you some great truth about the world. I relinquish that arrogance now. But I cling to the hope that you will continue reading and continue seeking.

But I get ahead of myself, as usual. My hope that the adventures I had laid out would provide for you the fortitude, the experience, and the resources to take you to even greater adventures and challenges. My hope was that you would be ready given time and wisdom gained. I hope you are ready now. I know you must be. I do trust in you, my friends.

What I have to reveal to you I cannot do so here. It would be too much, and it would be unsafe. There are many eyes and hands that would go to extraordinary lengths to discover my secrets, no matter how silly. But what I would tell you is that I ask you for one final favor. Two things. Enclosed is a coin. It is a clue. Another test, I am afraid. I sometimes laugh at my own presumptuousness. I beg your leave in this. The coin can only be used in Gilal. Also, please do not sigh, enclosed is a map. Yes, I test you again. But I cannot chance that those undeserving gain any of this. There is a place, there is a power that even now works to undo this letter, this knowledge. I cling to the memories as best as I can. But time works against me. This life is also being undone. Oh, my friends. But the map. Yes, the map will take you to the next part of this summons.

I have left you what I can and what I have been able to prepare. But there are not enough days. Not enough hours. But you are strong, young, resourceful, and more than capable. I have never had an apprentice — for too long anyway — who would study with a cantankerous hermit that prefers the company of plants and wilderness to the company of civilized people? — but I hope that you would find a small place in your heart for me. You are my adopted family, truly. And I hope I have been a good, albeit long-winded and at times boorish, uncle.

The light grows dim. And I wish I could explain more. But to the south is my last wish. I cannot forget it. It cannot be forgotten. The gods have blessed me and cursed me.

I thank you.

Lorhest Burnbeard

--along with the letter is a blank piece of thick paper, which the party guesses has the map secreted upon in; they try to reveal the map with normal means (heating the paper) to no avail; they decide to leave it till they get to Gilal
--also along with the letter is a Sovereign coin stamped with the symbol of Anurl, the God of Death; the coin is a ceremonial coin often used as a tithe or a proof or a message
--the adventurers decide they must head back to Gilal and discover what Burnbeard's big secret is
--on the road to Gilal, while camping in the wildernss, they are attacked in the middle of the night by would-be seekers of Burnbeard's secrets
--the attacking party had a greater darkling with them, two mages (one of them a necromancer)
--the adventurers (with difficulty and some comedy) defeat the attacking party; all are killed save for the necromancer who escapes
--Riseif is badly injured during the fight
--the party must tarry until Riseif is able to be magically healed and travel
--they return to Gilal, surprising Hyuster Moll
--they seek out the Priest of Anurl, who is the caretaker of Gilal's main cemetery; his name is Cobren (thin, sallow-skinned, quiet, dark-haired)
--Cobren Anurl tells them, after being presented with the coin, that Burnbeard made provisions for his death and burial; Burnbeard also left instructions to give anyone who produced the coin three scrolls of speak with dead and access to his mausoleum
--the party contemplates what questions could be asked of Burnbeard's spirit

1/17/10

--Galen has stupid disease
--the adventurers mull over what questions they might ask the spirit of Burnbeard; they must wait till nightfall before they can return to the graveyard and seek out the Priest of Anurl; the party discusses different possible questions
--meanwhile, they also try to tackle the problem of the map (or currently the empty piece of paper); Tirdim says the paper might be affected by illusion magics, which require the proper trigger to reveal
--Tirdim attempts a more detailed identification spell; he fails the first time; he gets it the second time and reveals that the paper has been affected by illusion magic (most likely some sort of invisibility) and strangely body magic
--the party decides that perhaps blood is needed either as ink or some sort of catalyst; Tirdim pricks his finger and tries a drop of blood, which reveals momentarily a little area of the map; eventually, Riseif volunteers to cut his hand and smear the paper with more blood
--the map is revealed showing an area of Takare, southern Takare, the Javelin Mountains; notes are marked where an arm of the mountain extends into the Takaran forest (called Jeweltooth's Arm); locations of two tribes of darklings also marked (the Morning Fire Fire clan and the Winter Ash clan); the names of "wise ones" for each clan are named include Togro (Winter Ash) and Obreth (Morning Fire Fire); some sort of valley is marked on the map; notes about seeking out the clans and finding a Stone
--the adventurers seek out Cobren Anurl, who opens the mausoleum of Burnbeard
--they use the three scrolls of speak with dead
--meanwhile, Wren, who is fearful of undead and superstitious about messing with the dead, stays at the gate of the graveyard and thinks someone might be lurking about, spying on the group
--first question: What did you want to tell us before you died?
--Burnbeard's spirit responds in fragments: something about a Valley, to the south, great power, forgetting what to say, very important, darklings can help, go find the Valley
--second question: What can you tell us about the stone?
--Burnbeard's spirit responds: the Stone is needed, the Stone will protect you, the Stone has been left for the party, it will keep back the darkness, it will offer some comfort, hopefully
--third question: ???
--the party discovers Burnbeard has a necklace on, a egg-shaped locket, which contains within it a sunstone
--the party packs for a long trip to the south, to find the darkling clans, to find the Valley; before they make it out of Gilal, Cobren tells them of an augury he has about their quest; he says that they will meet "Death and Undeath"
--the party makes it to Deshelen, Takare on the Jeweling River; they hear of some rumors of another party of adventurers who came and left the town just before them
--while in town, Telisa contacts the local druid, named Rathkin; she tells Rathkin Mannan Aia some of what they look for (e.g. the valley, undead, Burnbeard); Rathkin asks her to report to him as soon as she discovers anything
--on the road toward the mountains, during lunch, they catch someone magically spying upon them; they ride to catch the spy and discover it is the necromancer from the earlier brigand attack; the party attacks and the mage puts up a good fight; the mage tries to bargain his way out of the situation but the party refuses; sleep spells abound; in the end, the mage with his dying breath attempts spontaneous magic, which is interrupted by Riseif
--Riseif and Telisa and the dead mage are trapped in a magical sphere of force; Tirdim phases into the sphere but also gets trapped; Tirdim must depend on spontaneous magic to teleport each of them from the sphere
--the leave the magical "disaster" and hope it resolves itself
--they head to the mountains and are approached by a group of darklings from the Morning Fire Fire clan; they arrange to meet with Obreth, the wise one; Obreth looks older than she is; in a ritual, she shows the party what she knows about the Valley; something about the magic of the Valley causes forgetfulness and remembering the Valley causes rapid age; Obreth dies in order to show them where she thinks the Valley is
--they meet a young wise one named Arata, who takes Obreth's place; Arata takes them to meet the Winter Ash clan
--Togro, the Winter Ash wise one, also shows the party in a similar fashion what he knows of the Valley; he dies in passing on the information
--Arata will take the party to where she thinks the path into the mountains is; the party will have to go the rest of the way on their own