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WorldWorksGames • View topic - Droaam: Graywall and Long Shadows (in-game)
The intent of this thread is to organize our sessions and collect any relevant info. Also, a primary function is to be able to deal with things between sessions in-character. The Facebook group is likely a better place for out-of-character interactions.
If you would like to discuss anything from this thread OOC, but on this forum, please do so .
If you have rules discussions, they belong (so they don't clutter up this in-game thread).
The campaign:
Droaam: Graywall and Long Shadows
Look for this to be edited in the near future.
Campaign Overview:
The VERY quick rundown is that this is a 5e Eberron campaign centered around group members that are in Garywall, Droaam for one reason or another. The campaign will likely deal with interactions of the various warlords, the Daughters of Sora Kell, House Tharashk dealings, etc.
Links: Obsidian Portal Campaign: Character Creation Information:
Pertinent Information: The DM's IRL name is Brian, but online uses the name Psyimp for all D&D related activities.
Players: (Username - IRL name - Character name if different - Race/Class) Talae - Aaron - Makoa d'Tharashk - Dragonmarked Half-Orc Barbarian Zerif - Brandon - Asher - Half-Elf Wizard Necromancer Nighttide - Liam - Ces? - Human Bard ??? - Brian(2) - Finn - Elf Ranger
Session Dates: Session 1: Sunday August 24th Session 2: Sunday September 7th Session 3: Sunday September 21st
Website for my Father: http://www.keepthespiritkilleen.com
Post subject: Re: Droaam: Graywall and Long Shadows (in-game)
Posted: 08-25-2014, 08:09 PM
COG Joined: 06-24-2011, 09:27 PM Posts: 146 Location: Phoenix, AZ
This in no way should replace Players posting on the OP Adventure's log pages, which should focus on personal accounts and perspectives of the individual characters. This is more a broad overview of the story and group reference point for future use. Let me know if you recall something different, want something you did noted for future reference, or have factual questions about events the characters experienced. I will edit as needed.
Relevant Adventuring logs will be cataloged here as well: Makoa's Log:
8/24/14 Irons in the Fire Asher arrived in the city looking to increase his family’s fortune, and less openly hoping for leads on forbidden lore or means to para-natural life. He has set up loggings in the Golden Dragon, waiting to send word for his retainer until he gets the feel for the city. In the process of getting a feel for the city, he managed to lose a number of coins to a cutpurse while walking through the Roar. Asher confronted his suspected culprit with a display of showy magic, overwhelming the goblin who had been trying to talk him into exchanging coins for “Droaamish currency”. He then end up taunting, and then outright challenged the bravery of an orc who appeared to lay claim the goblin before any physical harm was done. The orc in turn has promised to kill Asher, resulting in Asher paying Makoa for protection or assistance in ending the issue. As the night continued, he visited the Twilight Palace and put out feelers amongst the wealthier nobles and merchants visiting the area, offering services in recovering or finding artifacts. The next morning, he talked his new companions into hunting worgs in the foothills of Greywall mountains for some quick coin. This went rather well except for the large chunk of flesh the last one took out of Asher, just before it died by Makoa’s axe.
Makoa is going about the routine of working as a low level dragonmarked heir within House Tharashk, getting some training on how to use the House’s prospecting devises while providing muscle for cravens. Beyond helping him get settled in, Makoa has not had much chance to talk with his uncle nor to visit the Street of the Shadow seek counsel with Zerasha. While on leave from work with Finn, he intervened in an escalating dispute after Asher dramatically confronted a goblin. Makoa stood down an orc as it shouldered its way through the gapping crowd. The orc was about to walk away (pushing the goblin ahead of him) when Asher sprouted off some choice insults. In the end, the orc showed more restraint than typical. The orc did indicate a degree of respect for Makoa, but promised to kill Asher. Makoa reluctantly found recognition from the crowd who supported his intervening in the dispute, as well as both coin and a promise for a longbow from Asher in exchange for addressing the issue of the orc’s threat, in a permanent manner.
In the few weeks that Finn has been in the city, he has gotten hired on amongst the mercenaries working for House Tharashk that guard prospecting caravans. This might offer a place to start in tracking down the gnolls who raided his village within the Edlreen Reaches, but so far Finn is playing things close to the vest. He has though become a drinking buddy of Makoa. Further proving himself to the half-orc, Finn covered Makoa’s back both during the encounter with the orc in the Roar as well as when fighting the Worgs. Finn was able to track to the Worg’s to their den, and warn Makoa that one of the beasts was attempting to ambush the group.
Cas hitched along with Asher for the final leg of the journey to Graywall, making claims about relations in House Orien. Once in the city, he took on a disguise to roam about the taverns of the Bloodstone district during daylight hours. Though not the most active time for the district, he was able to listening to news about the town. Returning to the Kennels, still in disguise, Cas inserted himself in the conflict Asher had started. Eventually, Cas found himself running away with a goblin’s purse of false silver coins> that in turn was later given over to Makoa. Late in the evening, Cas charmed his way into a female courier’s bed at the Twilight Palace , meeting up with the others for breakfast in the morning and then for the Worg hunt. Cas blasted two of the beasts with concussive gusts, demonstrating a flair for force as well as words in combating beasts.
Rumors and Stirring within Droaam Everyone heard that the Daughters grand negotiations with the other nations earlier in the season did not conclude well. Some delegates are said to have died, with several warlords losing favor or being elevated. The exact status of individual warlords is unclear, as the Daughters have made no formal proclamations. They have though announced that the delegates chose not to recognize Droaam as a nation at the conclusion of the talks, calling the land unsafe and too dangerous for formal relations. In turn, the Daughters have stated that the fates of nations have chosen, and that Droaam will not again be seen as begging for acknowledgement. The Daughter did in turn call on all warlords to act in such a way as to strengthen the nation of Droaam, including freeing them to individually work on trade or relationships with representatives for any other nations or foreign powers as they each would see fit. Greywall has been named as the site to hold any meetings between warlords and outside interests, and the city expects to see envoys soon. Otherwise, life in Droaam and things appear relatively calm, at least within a nation of monsters.
Post Play Action Everyone can likely count on about 5 days of down time after returning to Greywall from the Worg hunt. If anyone wants to make note of what they will be spending their time doing, and even any low key role playing with each other or NPCs, then this would be a good place to post about it. Almost everyone earned 12gp for the Worg pelts and teeth, with Cas keeping 10gp and now has a pair of Worg Trimmed Boots
The real problem is not whether machines think but whether men do. ~B.F. Skinner
Only enemies speak the truth; friends and lovers lie endlessly, caught in the web of duty. ~Stephen King
Post subject: Re: Droaam: Graywall and Long Shadows (in-game)
Posted: 08-30-2014, 09:43 PM
COG Joined: 06-24-2011, 09:27 PM Posts: 146 Location: Phoenix, AZ
Here are some follow ups from me, including some things for individuals to think about over the next week.
Liam: Background Questionnaire, the sooner the better. It and other PC info can just go onto the OP character pages. Beyond looking at the Graywall information on OP to see what your character might react to, you might also look a little bit at the hobgolbin’s of Darguun as a group you might have worked for in smuggling artifacts for based on the rough background you mentioned. So was Cas sent to Graywall with a specific goal, or contact, or even agenda? There is a small house Orien Enclave in Graywall, so you will need to think about how you are going to deal with that in relation to your fake identity. On that topic, think about if Cas has made any promises to Asher on his way into town.
Brian(2): Background Questionnaire, the sooner the better. It and other PC info can just go onto the OP character pages. If you want to go with a very wooded/wilderness background, I would stick with the Eldeen Reaches. Feel free to look into it if you are inclined, as there are things you could bring in to add plot threads/depth to your character. The other thing to clarify, would be what happened with your parent’s/village being slaughtered by gnolls. How big of an attack was it or what was the size of the village?
Brandon: Get your questionnaire on OP. One thing I want you to think about clarifying in your background. What does Asher know about the death of his sister and her family. Or even what has he been told about it. I would rather work within a framework than design the whole building. So anything from "they died at night while I was away and were buried before I returned" to "I found their mangled corpses in bed" would be good. In game, during down time he will get a sweet letter from Isabella. So you will need to think about how badly does Asher want to bring the NPCs you mentioned to Graywell (desire to see them vs wanting them to be safe/only see him when he is successful). There is also what he is going to push Makoa to do about the Orc.
Aaron: You have a lot set up, so mostly it is just a matter of polish. Clarify a little more on what your relationship to the NPCs are. You did a little of that in relation to Khundran (not close, but Makoa having a desire to please him) and you said that you ran jobs for the medusas. Zerasha has an NPC page up now if you want to use her as the NPC/contact, but you can otherwise specify someone else. What I would like to know is more about the relationship itself. Is it just based on awe of them, or is there more. If you use Zerasha, I will say that my idea of her is very much like a voodoo priestess in New Orleans (think Marie Laveau). She is loved, but also feared in the city. She holds real power, but is sometimes treated like a tourist attraction as well. Back in the city, Khundran is going to send word that he wants a meeting with Makoa when there is a moment. Beyond that, Makoa will have to think about how he is going to approach the Orc situation and if he is leaving Asher alone while Makoa pursues his own interests.
(Aaron and Brandon. I just saw your posts. I'll try to respond a little on those topics tomorrow)
EDIT/Additional Information
Q: Brandon "What kind of medicinal herbs I can make in game beyond health pots"? A: The standard is that you can make anti-toxins as well as healing potions. Beyond that, I would likely allow (for the same general gp value/cost) any similar health based effect. That would be allowing advantage (or disadvantage if you were inclined) on X related health role for one hour after taking. I could also see you possible being able to make healing kits, specialized Components pouches (though alchemy would be needed for diverse use ones), as well as herb based Soaps, Perfumes, and Inks. Again, equal values/cost items would be fine as well (incenses vs. perfumes, dyes verses inks, lotions verses soaps or perfumes depending on intent). Poisons or more complex mixtures will require labs or additional tool proficiencies.
The standard idea is using a craft skill you can maintain a 1pg day income toward a lifestyle while also completing 5gp a day worth of work toward crafting something else (but you need to have access to material components though, which are generally 1/2 the book value of the goods). I am toying the idea of allowing players to add their proficiency (or a version of it) to either the income per day or the gp a day's worth of work they can complete. Any thoughts on that subject are welcome.
Q:Aaron " Let me know how is best to go about writing [downtime activities] up." A: Downtime activities on the forum will go a little smoother once everyone is a little more familiar with the environments you'll be interacting in. For now, I see three options. The easiest option is an in order list of things your character will be doing, that I can then respond to (i.e. "Makoa makes it back to town and immediately heads to the Merry March tavern for some drink and games, later one he checks in with X to see if their is any work to do"). The second would be posting in-character interactions with other PCs (i.e. "Makoa corners Asher the moment they are back in town telling him to...") Last option, interact in character with known locations/NPCs. The last option will get easier once we roll play out a little more interactions with NPCs that might be important to the story, but should overall work like the second options. I would rather though not start off too much new interactions/introductions on line. You can do option 1 for new locations (i.e. Makoa is going to go to Bloodstone and visit the Arena) but the events might be more mundane/routine in flavor at this point than in the future. Let me know if that answers your question or not.
The real problem is not whether machines think but whether men do. ~B.F. Skinner
Only enemies speak the truth; friends and lovers lie endlessly, caught in the web of duty. ~Stephen King
Post subject: Re: Droaam: Graywall and Long Shadows (in-game)
Posted: 09-09-2014, 08:00 PM
COG Joined: 06-24-2011, 09:27 PM Posts: 146 Location: Phoenix, AZ
9/714 Session 2
This in no way should replace Players posting on the OP Adventure's log pages, which should give personal accounts and perspectives of individual characters. This is more a group resource and reference of the broad overview of the story for future use. Let me know if you recall something different, want something you did noted for future reference, or have factual questions about events the characters experienced. I will edit as needed.
Relevant Posts and Adventuring Logs: DM Interlude:
8/24/14 Blazing a Trial Asher spent a few days visiting the better taverns and inns in the Kennels as well as wondering the Roar’s Goblin Market, in the process getting a better feel for the supply and demands of the area. He otherwise worked on herbalist concoctions while being preoccupied by his orc problem, which was not helped by spotting goblins keeping an eye on him as he went about his day. Just as the tension was getting too much for Asher, Staninas the orc invited him to the Merry Marcher for breakfast. There the orc cheerfully told Asher a few ways he could resolve the situation without dying; lick his boots, offer tribute, or do Staninas a favor. Asher eventually begrudgingly agreed to do the favor, and two nights later found himself booked as a passenger on a House Orien caravan along with Cesare. Makoa and Finn were amongst the House Tharashk guards assigned to the caravan, as were Staninas and several of his friends. The caravan headed out toward Grimestone Keep, but found itself "unexpectedly" stalled mid way while trying to quickly pass a stretch of territory held by the savage minotaur of Turakbar's Fist. While the House Orien heir fixed the wagon, Staninas directed Asher and his companions along a pathway leading about a mile away to a place he called the Bloody Belly. Asher was told to retrieve a large chest from down a nearly 300ft inverted tower dating back to the Dhakaani Empire. Following swashing some hunger oversized vermin, which did provide some medical components, Asher nearly died from a poison needle reaching into a large bag of assorted trinkets and loot. He then nearly lost a few fingers to a blade trap on the metal chest itself. Unable to open the magical and mechanically sealed chest (purposefully intending to ignore the directive to not open the chest from Staninas) Asher turned his thoughts to how he could turn the tables on the orc at the top of the shaft. Unsuccessful in that as well, he eventually (and again begrudgingly) allowed the chest to be hefted up by Staninas and his friends. Staninas then placed the chest in a bag of holding and left the site, and Makoa helped everyone up else climb up ropes and out of the shaft. Staninas beat the group back to camp. With repairs soon completed, the caravan made it to Grimestone to deliver the supplies and pick up raw ore as well as a gargoyle emissary named Blackmark who would be accompany the caravan back to Greywall. When the caravan left the next day, Staninas and his follow orcs had been switched out for five new orc guards. That night, as the caravan was resting in preparation to make a rush by the edge of the minotaur's territory, Asher approached the subject of trade with Blackmark. This was somewhat cut short by a thunderous boom and a sound of combat, with Asher and Blackmark crossing the camp in time to catch the tail end of the ruckus brought about by Cesare.
Makoa, after talking to his uncle Lord Khundran, set himself up as working for Asher under a mercenary contract for which he reports to Kel'Ashta. Kel was able to give Makoa a little information about Staninas, including an area of Bloodstone he is said to live within while in Graywall as well as the orc's background as a raider. Staninas has even done work as a mercenary through House Tharashk, but Kel did not seem to think he was the type to forge false silver coins or run a con-game. The orc’s has a reputation for avoiding any fair fight, banditry, running intimidation rackets as well as being particularly crafty when it comes to dealing out death without putting himself at risk. Makoa tried to contact Staninas and arrange a fight in the Arena to settle things on Asher's behalf, but got no response. He also got only vague information from Zerasha on the status of the warlords in Droaam and Staninas himself, but she did agree to look into the fake silver coins. On his way out, Zerasha offered a cryptic warning about Mokoa fighting in the area. After Makoa later told her about Staninas 's offer to Asher, the medusa seemed to think licking boots was be wisest option, but Zerasha did offer to bring the Voice of the Shadow to bear and force Staninas to back off as an alternative. This would mean Asher owing the Shadow a favor, but Makoa did not pass on that option to Asher. When Asher eventually agreed to do Staninas a favor, Makoa found himself assigned to caravan duty (despite not having put in for the draw for that duty). He was the first down into the pit of the Bloody Belly, with Staninas warning him against a hasty decent. The reason was apparent with the ten foot spikes and piles of bones at the bottom. Staninas killed his share of vermin and along with Finn dragged the chest to the exit shaft. When Staninas tried to make Makoa go back down until the chest was brought up first, Makoa talked his way to the top. There he and the orc had another stare down, with Staninas noting he had a number of ways he could have killed one or more of the group or turn the situation to his advantage, none of which he was taking. Makoa in turn watched the orc get increasingly frustrated by those still down in the pit not following a simple instruction to send up the chest first and by itself. Once he had the chest, Makoa watched Staninas pack it up and then leave peacefully, allowing Makoa to help his friends up to the surface. At Grimestone Keep, Makoa attended some of the celebration of good fortune that the Gargoyle warlord put on for the orcs he apparently leads, but received warnings to watch out for the minotaur on the way back. Ironically, the caravan did not even make it to the minotaur territory when problems for Makoa were started. As everyone was at camp, the peace was broken by an orc suddenly slugging Cesare as the two stood a good stones throw away from the others. Moments later, Makoa found himself trying to stop the one orc already wielding an axe against Cesare. With a reckless swing of his own greataxe, Makoa found his strength and aim too good for his intented purpose, and crushed the skull and spine of his foe instead of simply knocking down the orc. This same reckless approach to trying to subdue a foe repeated itself a moment later, resulting in another crushed skull and dead guard working under House Tharashk’s banner. He was able to stand down the last orc, as well as keep things from escalating when the ogre and minotaur "laborers" approached. Once things had ended, and the House Orien caravan master was able to think straight, Makoa was given the option to settle things one of a few ways solely by agreement with the other house heir present. Makoa though indicated that the matter should be left to investigation or the House superiors back in Graywall.
Finn spent his down time practicing his craft, including placing arrows unerringly in the practice dummies in the House Tharashk Enclave's internal courtyard and befriending some of the hounds and other animals kept by within the enclave grounds. When Makoa was not around he also helped keep an eye on Asher, and even spotted tails following himself within the Kennels. Finn recognized some of the same goblins from the incident in the Roar, but they kept their distance and disappeared once they noted he had spotted them. Hearing form Makoa about Staninas background, the elf found himself taking an increasing dislike to the raider even before the breakfast meeting. Staninas attitude toward Asher did not improve Finn's opinion of the orc, and Finn was vocal about his thought that simply making a play to kill the orc was better than any of the options that Asher had been offered. Asher though turns Finn to his own thinking, promising that it would be better to play along and then turn the tables on the orc after finding out what the favor involved (as well as being able to potentially make some coin in the process). As a result, Finn also found himself assigned to the caravan's guard detail (despite not putting in for the job) and eventually down in the pit of the Bloody Belly. Though the setting was a bit uncomfortable for the elf, he did make good use of his trap and arrows again the vermin. Finn helped Makoa move the chest, and then found his motivation for wanting Staninas dead increased when the group was unable to turn the tables on the orc and Staninas was able to leave with the chest. Finn even confronted the orc back at the caravan camp, calmly implying his intent to kill the orc with an arrow in the not too distant future. Finn kept his head down and Asher company at Grimestone, but found himself drawn into trouble by Cesare on the trip back to Greywall. After having his attention drawn to the orc guard and Cesare when the orc slugged the human, Finn had a moment notice of Cesare’s intention to cast an offensive speel before things escalated that Finn used to try and warn off the orc's fellows from getting involved. As combat ensured, Finn buried a shaft in one orc before having to engage in swordsmanship with the orc he had originally intimidated into holding back. Finn cut the orc down, and proceeded to revive Cesare just as things managed to get back into control.
Cesare occupied himself going around in disguise within the Bloodstone district as he waited for either Asher to stop hiding in the kennels or for other opportunities to arise. In the process, he found the Broken Sword. This tavern hosts dissidents, revolutionaries, and war criminals from the nations to the east. Talk there centered on how the warlords of Droaam could be turned to each faction's causes now that the established nations had refused to recognized Droaam as an equal. Cesare kept rather silent during the breakfast that Staninas arranged, but afterward did seem inclined to side the idea of killing the orc before the orc could kill them. When Asher agreed to do Staninas a favor, Cesare found himself unwittingly booked on the caravan as a passenger. Down in the Bloody Belly, Cesare summoned up unseen servants to try and figure out the traps and secretes of the chest, but primarily managed to confirm the mystic and mechanical locks as well as the trap Asher had less elegantly run across. When Cesare tried to ride the chest up to the top of the pit, Staninas reached his limit and promised no further leeway in his demand for the chest to come up immediately and alone. After having to climb out of the pit on the ropes that Staninas left behind, Cesare returned to camp and obnoxiously began to tell the other House Tharashk guards and Orien employees present about Staninas having the chest. He further hung a lantern on Staninas keeping it a secret and apparently not waiting anyone else to know. At Grimestone and under disguise, Cesare witnessed some of the gargoyles feast and further chatted with the human staff members of the caravan. When Staninas did not join the caravan for the return trip, Cesare took the opportunity to continue his dialog with the remaining guards about the chest and flinging suspicion at the orc's secretive intentions. After a while, one orc guard motioned for a private opportunity to talk more on the subject. Leading Cesare a dozen or so yards away, the orc listened for a minute. After a long moment of thought, the orc then slugged Cesare and told him that perhaps he should not be talking so openly about such things. The orc backed away towards his friends, still facing Cesare. Cesare proceeded to use his magic to heal himself, and then followed up by stepping up and summoning a thunderous blast of mystic energy that scattered loose rocks and bloodied the orc who had hit him. Cesare quickly backed away and had a moment to shout out how the conflict was between the sole orc and himself, before a enraged quartet of orcs violently charged over with unexpected speed. A quick rash of blows brought Cesare a good deal of pain but also aid from Makoa and Finn. As Makoa brained the one foe who had drawn a weapon, Cesare did try to warn off the remaining three who had circled him to stop their attack. When they didn't, a second thunderous force finished off a second foe. The next bit became a bit fuzzy, as a axe brought Cesare down. Not too much later Finn stuck a berry infused with nature's vigor into Cesare's mouth and revived him. Back on his feet, Cesare found his attempts to speak up for himself stymied by grunts and inarticulate shouts of a large ogre who seemed rather upset about not getting to spill any blood in the combat, and completely uninterested in any other detail of the events.
There is of course one question that should be immediately on everyone in the caravan's mind. As it gets deeper into the night and everyone sits with four less guards and the intention of traveling along the territory of ravenous minotaur the next day....what else minute have heard the two loud concussive blasts that Cesare let off?
Rumors and Stirring within Droaam Cesare is aware that dissidents in Graywall are intending on trying to ally with warlords against their home nations, and everyone is aware that the minotaur of Turakbar's Fist are being even more aggressive than usual (and they area already considered the most volatile of the warlord domains in Droaam). The Gargoyles of Grimestone Keep have celebrated good fortune as of late. Blackmark the gargoyle emissary is headed with the party to Graywall to negotiate for goods, and even mentioned weapons to Asher.
Staninas or someone else somehow arranged for everyone to be on the caravan, for it to break down at just the right spot and apparently knew to seek out the chest in the Bloody Belly. The pit itself appeared to have seen at least some recent visitation, with a bag of loot and the chest not appear as long lost treasure. The chest itself is a myster, including what is inside and where it is now. Even what Staninas wanted with it remains unknown, as does what happened to Staninas after the caravan arrived in Grimestone.
Post Play Action I have to decide what I am going to do about following up form where we left off. Liam being out next regular day both works and complicates things. So, at this point there is no guarantee on any down time. I might even leave it up to a post play decision by Makoa, Asher, Finn and the House Orien member. The options that come to mind right now that would be discussed in the morning would be; Go back to Grimestone and seek reinforcements before heading through the Fist's territory, pressing ahead headless of the extra danger, or possibly splitting the caravan in half and trying different routes (with several sub options on how to make that split). If any PCs want to make a suggestion, feel free to start it online at this site. Everyone did earn 24 gp from the bag of loot/trinkets/gold in the sack. Xp wise, I think you are all going to be considered at 525xp at this point. I am not looking to race up levels, and things will slow incrementally as levels go up, but I do not think there is a need to drag out the next two or three levels. So my tentative plan is to get you to a point where you will have leveled at the end of next time we play.
The real problem is not whether machines think but whether men do. ~B.F. Skinner
Only enemies speak the truth; friends and lovers lie endlessly, caught in the web of duty. ~Stephen King
Post subject: Re: Droaam: Graywall and Long Shadows (in-game)
Posted: 09-18-2014, 08:45 PM
COG Joined: 06-24-2011, 09:27 PM Posts: 146 Location: Phoenix, AZ
The Road Ahead
With only hours having passed since the camp was roused by Cesare spell, House Orien drivers quietly summon together the majority of the caravan. Only the ogre watching Cesare andthose currently on watch, nearly half the remaining guards, and Cesare himself are not brought to the camps center. There the Orien heir and caravan master address the group in a muted tone.
"We have little time, but a hard choice to make." The stress in his young voice is clear, as is his uncertainty in how to proceed.
"We were set to travel dangerous road in the morning, and it has only been made worse by last night's actions. Now the guards have reported signs that scouts in the forest may have spotted us. There has been no attack, but if this is true, then we may be ambushed any time. Or even worse, those scouts may be runners for a larger raiding party."
"We must choose what to do next. We can sprint ahead as planned, and hope to outrun any traps or enemies. The route we are taking south is one of several through the area, and different than the one we previously traveled. Evasion may still be the safest way ahead." "We may turn back toward Grimestone to recruit more guards, though doing so will make us miss our promised arrival time. It may be the most safe option, but Blackmouth tells me that it is not without danger. Rogue Brass Talon Harpies have been raiding in these woods. Turning back my also not offer safety from the raiding parties from the Fist's territory either, as it is possible that any raiders may not release we slipped north already. They may already be traveling around us in hopes of cutting us off from Grimestone. Even if we make it to Grimestone, we have no way of knowing how long the Fist will wait and watch for us to try and return to Greywall."
"Some have suggested that we split the caravan, each taking a different route and hope for the best. Or to perhaps unload one cart of its ore and have it run ahead as a decoy, while the rest make a slower and wider circle toward Graywall. There has even been talk of making a charge through the Fist's territory, making an unexpected lancing move behind any raider lines or ambushes."
"A last open has been brought up, though Blackmouth advises against it. There is another path, one marked but only so that it can be avoided. The route will take us south toward Greywall and past the minotaur's territory, but first goes through a strip of land that is considered blighted even by the raiders of the Fist. We can not know what dangers it may pose, except that Blackmouth believes that the raiders from the Fist will neither wait for us there nor pursue us through the sour land."
"I alone will can not choose the course to take, so I lay down the roads before us all and ask for others to speak their minds now. I only require that any choice be made quickly, as the longer we wait, the more our opportunities slip by and those of our foes grow."
The real problem is not whether machines think but whether men do. ~B.F. Skinner
Only enemies speak the truth; friends and lovers lie endlessly, caught in the web of duty. ~Stephen King
Post subject: Re: Droaam: Graywall and Long Shadows (in-game)
Posted: 10-07-2014, 08:20 PM
COG Joined: 06-24-2011, 09:27 PM Posts: 146 Location: Phoenix, AZ
This in no way should replace Players posting on the OP Adventure's log pages, which should give personal accounts and perspectives of individual characters. This is more a group resource and reference of the broad overview of the story for future use. Let me know if you recall something different, want something you did noted for future reference, or have factual questions about events the characters experienced. I will edit as needed.
I also want copies of everyone's characters either on OP, e-mailed, or hard copied for me by the end of the next game. Last, all background questionnaires to me before next game or online. Posts about things you want to be working on in down time on OP would be helpful as well as any questions you have for in game issues.
10/05/14 Incentives and Gifts at Night
Following the successful rescue/recovery mission, Fin was approached by Asher and divulged his goal of tracking down the gnolls who mascaraed his village. Asher then engaged Finn in a plot to kill at least the Orien cart driver, which Finn tried to assist with by stalling for time on the return trip. Back at Greywall, Finn confronted an orc mercenary who had returned from assignment through house Tharashk. Dral the orc had a dagger from Finn’s village, and had won it some months back from an unnamed gnoll in a game of dice within the Labyrinth. Finn impressed Dral with his bravado, but not enough to have him simple turn the dagger over. Instead, Finn arranged through Kel d’Ashta for the whole party to fight Dral and some others in a 5 on 5 match within the Arena. Dral ended up submitting when the rest of this team was killed, with Finn gaining the dagger. Everyone on his team gained a nice pay bonus from betting on themselves. Going to the Labyrinth the following night resulted in the group’s first party trip into the Bloodstone district and at night. At the Labyrinth, the minotaur doorman stress the rules on privacy held to the establishment as well as a prohibiting guest from having light or weapons. At that point, Finn and the group turned back. On their way out of Bloodstone, the group encounter a cloaked figure named Jabra. She claimed to be awaiting the group, and to have gifts, though she did not respond to inquiries as to details. Finn was the last to reach into her magical bag, and pulled out a jar of Sovereign Glue.
Makoa helped keep peace on the return trip, even after Asher expressed his desire to kill the cart driver and possible subvert at least some of the caravan’s load. He awarded the two remaining orc guards extra pay in exchange for making sure the carts were first delivered to Tharashk’s enclave, which is where it and the driver (with a spell assist from Asher) did end up. Makoa was awarded with pay, a warrant of independence and a family heirloom in the form of a bronzewood mask that focuses his dragonmark. He met back up with the group at the Golden Dragon after checking in with Zerasha, including the return of Cas a new face in the form of and Asher’s family’s man-of-arms Sean. Makoa helped facilitate the Arena match through Kel, and took down two of the orc brutes that Dral had hired to join his team and made a small fortune in gold off his betting. After encountering Jabra in Bloodstone, Makoa pulled a mummified elven hand on a leather cord from the bag of gifts.
Cesare had a nice few days of a staycation at the House Orien enclave, signing paperwork about how wronged he was by the Tharashk guards while on the road. Once the majority of the carts were returned and things appeared to have calmed down, he was told it was safe to leave. Cesare promptly put on his fake Orien signet ring and found Asher at the Golden Dragon, where the two complained about how they had been treated. In a casual motion, he even managed to leave Asher convinced that Cesare’s father is a Orien member that does not acknowledge his son. Finn soon joined the table, and the three were introduced to Sean upon his arrival into the city. Hearing about Finn’s challenge regarding the dagger, the four (then five with Makoa at the table, or maybe that should be 5 ½) pledged to join the upcoming fight. Presumably there was a feeling loyalty to the elf for they aid he had volunteered in the past, or maybe just as easily there was a joint desire to lash out in anger at an orc and his allies. Cesare took some heavy blows in the Arena, but walked away with a good deal of coin like the rest of the team. He was also the first to reach into Jabra’s gift bag, acquiring a finely made bedroll made up of layers of treated leather, fur and fine stitching.
Asher seemed desperate to kill the carven driver following the rescue mission, but could not bring the situation to his advantage in such a way to bring about the man’s death. He did though talk to Finn about their similar tragic backgrounds on the trip back to Greywall. While he found the elf willing to at least be complicit in the driver’s death, his efforts to convince Makoa that the driver’s death was in everyone’s best interest were met with a more stoic response. Despite a mixed bag of attempts to arrange a murder, the driver for some reason never decided to put himself in a clearly vulnerable position while in monstrous territory with a mage who had threatened to kill him nearby. Asher did manage to use a spell to paralyze the driver long enough to keep him from directly going to the Orien enclave once back in the city, and so persistence did play off to some extent. The next morning, Asher tried to empress the Lord Master Orien Dragonmarked Heir while sitting in the man’s office, including trying to get paid for the aid he had given defending the carven. Saria d’Orien smiled long enough to get Asher’s signature, and then politely told Asher to leave his office. Asher dropped off his held letters, and then went to the Golden Dragon to lose himself in work. That was soon interrupted by Finn coming to look for him, with Cesare soon following. Then to Asher’s surprise, a man-of-arms from his home in Aundair arrived to check on him. Asher and his man quickly and confidently pledged themselves to Finn’s aid. While his man’s skill with a sword was well received in the Arena, Asher’s tactics were unnoted by most and looked down upon by the rest. Still, he did make some coin and even tried to revive the ogre from the opponent team. After walking through Bloodstone at night to the Labyrinth and then turning around, Asher also took a gift from Jabra’s bag. He received a rather versatile ointment and Healer’s Salve. Back in the Kennels, Asher convinced the group to allow him to use his skills to identify their gifts and spent his won gold to secure a fine white pearl through the Twilight Palace.
Sean road into Graywall from Aundair to check on his liege lord’s son Asher. A noble and devote man-of-arms, he located the wealthy merchant family’s black sheep boy seeming to be living a life of a common peddler. Sean had no trouble joining in with Asher’s new found companions, though he did not seem to appreciate the idea of sleeping on the floor of Asher’s room (which, by the way, the Golden Dragon apply an extra fee for a second guest). When the call came for a group melee in the Arena, Sean felt he had been guided to the right place to fulfill his holy calling. He afforded himself well, both in preparing the group for combat and with his sword. The man-of-arms then joined the group as it traveled the streets of worshipers of the Dark Six, keeping the emblem on his shield obscured but holding on to a divine light challenged from his will. The presence of such a light did not get the group a cheerful greeting at the Labyrinth, but the group was not hassled when they refused to give up arms in order to enter the Labyrinth itself and instead returned to the Kennels. Sean followed Asher’s led, and took a gift from Jabra’s bag, and came away with a magic urn. Filled with ashes of the dead, the urn if opened releases a sizable cloud of smoke. It though needs to be refilled before it can be used again, with ash from coals or stoves not being sufficient to make it work.
Rumors and Stirring within Droaam
Kel will let Fin and Makao know that a goblin named Fela Fingerbones is talking about having Asher brought before the magistrate for violating the no ranged weapons rule in the Arena combat.
Dral (the orc mercenary) takes a new job that takes him out of Graywall again. Before he leaves, he lets Fin and Makao know that he would pleased to fight with them on his side in the future, but that he does find their reliance on human magics to be a bit of a shameful habit.
Zerasha does not know anything about why the Bloody Belly was not apparently linked to Kyber when the group was there and has verified that there was no special conjunction of the moons/plans that would have affected that area. She does know where in the area to look for Cults of the Dragon Below that offered sacrifices to the area, and they might know more. Otherwise, she has nothing new to share.
Two warlords are said to be arriving in the next few day, these are the first to come in person. One is a goblin from the south, the other is a said to be an elf from the west.
The minotaurs from the Turakar's Fist have apparently cut off Grimestone keep from Greywall for the time being. While for the most part the residents of Greywall care little for this event, some question the boldness of the Fist’s actions and what it might lead to.
Sean will also let Asher know that this father was talking about having Isabella sent to work in one of the vineyards since Asher is no longer there and his feeling that Asher should have outgrown his "playmate" by now anyways.
Post Play Action Everyone can likely count on about 7 days of down time after returning to the Kennels from the attempted to visit to the Labyrinth. Please let me know what you will be spending your time doing, at very least is a sort of list order of intended activities (e.g. I sleep, but if something wakes me up I go out to X and eat, but if they are closed I look for a new Y down in Z). If I can, I may even do some low key role playing with NPCs (or even each other) on the board here.
Individual wealth is at this point pretty, well, individualized. I have a general track for about where each of you are, but you need to keep a more precise tally. Having a back up point though is one of the reasons I want a copy of character sheets.
Current xp is 1300 each, with the block that anyone who does not have the background questionnaire at least basically completed will not level up. Once I have all those in, the next gate for everyone is likely to be making an In-Character Adventurer’s log post. As in, if you have not made one, you will not level up when everyone who does. So far, Makoa is the only one who is in the clear on that one, so there is plenty of room (and I am fine with multiple posts per session). Alternatively, more details about your character background or evidence that you have learned and incorporated into your character specific aspects relative to your background from the Eberron setting will likely be accepted.
The real problem is not whether machines think but whether men do. ~B.F. Skinner
Only enemies speak the truth; friends and lovers lie endlessly, caught in the web of duty. ~Stephen King
Post subject: Re: Droaam: Graywall and Long Shadows (in-game)
Posted: 11-04-2014, 08:42 PM
COG Joined: 06-24-2011, 09:27 PM Posts: 146 Location: Phoenix, AZ
Notes from Session 5 10/19/14: Seeking a Warlord’s Favor Asher and Makoa spent time being shuffled around while trying to gain an audience with a warlord who had come to Graywall and arranged to stay at the Twilight Palace. Kethelrax the Cunning had also invited about 20 other representatives from around the contentment as well as set up meetings with a large number of representatives already present in Graywall. He also had arranged for a convoluted overlapping net of security and confidentiality arrangements. The resulting atmosphere led the visiting representatives through a almost maze of hurdles, with some even leaving and it never being clear who, what, where or even if they anyone met with Kethelrax . Makoa and Asher endured two days of what Asher described as almost being shuffled around in a shell game, including signing confidentiality agreements written by House Sivis, waiting in storage rooms and standing still in front of a strange bronze mirror. Once Makoa and Asher did get to a formal meeting, they found themselves before a well dress goblin with a fondness for exotic food and veiled talk. The goblin had no interest in letting others come to his domain to explore ruins or find riches, but Asher and Makoa did leave with a vague proposal being outlined for splitting goods from any “pantry” that the warlord identified and the PCs raided.
Finn heard about an elven warlord coming to Graywall, though she apparently was keeping a much lower profile than Kethelrax . He did hear that she, like Finn, came from the Eldeen Reaches. Makao filled Finn in on that detail as well as that Zaeurl was at least a century older than him, rumored to be some sort of dark druid and the warlord mistress of the Dark Pack. The Dark Pack in turn is a seen as a loyal supporters of the daughters, and the force that the daughters often send to hunt down smaller warlords that turn astray. Finn eventually got a chance to meet Zaeurl, who was quietly making a temporary den in a mess hall within the Throne District along with a number for wrogs, large wolves a few elves and a one or two other humanoids. Zaeurl showed some interest in Finn’s background, including an awareness of his involvement in hunting down two wrogs after coming to Greywall. Finn downplayed his involvement, which resulted in Zaeurl calling him out as “prey” rather than a predator and that in turn seemed to arouse her own killer instincts. Finn invited Zaeurl to see what kind of predator he really was by watching him fit in the Arena, an activity that Zaeurl compared to being caged prey preforming for the crowed.
In between dealing with the whims of warlords, the group also met with Fela Fingerbones. The goblin bookie had been making some noise about Asher’s use of ranged attacks during the previous Arena combat. In order to settled up with Fela, Makoa, Finn and Asher agreed to take part in another combat to the death so that Fela could make back money he lost on the previous combat. Again beating everything they could, the three found themselves combating a self-mutalated and blood painted Ettin with two demonic dog like pets in the Arena set up with flaming piles of coals. Makoa stood toe to toe with the Ettin for a while, while Asher and Finn sent arrows and spells against it. Makoa eventually fell, with Fin finishing off the beast and reviving Makoa to close out the combat. As a result, the three doubled their coin and created more fans in Greywall.
The real problem is not whether machines think but whether men do. ~B.F. Skinner
Only enemies speak the truth; friends and lovers lie endlessly, caught in the web of duty. ~Stephen King
Post subject: Re: Droaam: Graywall and Long Shadows (in-game)
Posted: 11-04-2014, 08:46 PM
COG Joined: 06-24-2011, 09:27 PM Posts: 146 Location: Phoenix, AZ
11/02/14 This in no way should replace Players posting on the OP Adventure's log pages, which should give personal accounts and perspectives of individual characters. This is more a group resource and reference of the broad overview of the story for future use. Let me know if you recall something different, want something you did noted for future reference, or have factual questions about events the characters experienced. I will edit as needed.
One thing to think about before we next play, and an early answer would help in planning (though I have options in mind for either way). At the point we left off, the group is about mid way through day 3 of 7 on the timeline given to them. Two days of travel back is expected, but that leaves 2 days up for debate. Is the group going to set out immediately on their way back just in case they have trouble, are they going to stay in the lower caver or web filled level while they rest up before heading back, or are they going to stick around to further investigate the underground ruins.
I also want copies of everyone's characters either on OP, e-mailed, or hard copied for me by the end of the next game. Last, all background questionnaires to me before next game or online. Posts about things you want to be working on in down time on OP would be helpful as well as any questions you have for in game issues.
Related Adventure Log:
Session 6: Seeking a Warlord’s Groceries Asher and Makoa received a vague not by currier directing them that should they be interested in going to a pantry to collect milk, eggs and mushrooms and agreeing to half the value of any other goods acquired, that directions to a place of interest could be picked up at House Sivis. After signing for the package, they two received a map directing them about 2 days south into the Greywall Mountains, two bags and a flagon enchanted for holding. The two informed Finn of their talk with Kethelrax and the proposed mission, recruited Cesare and Sean to the cause and set off right away to make sure they did not waste any of the 7 days they were instructed to return within.
Almost to the end of the map while hiking well up a mountain trail, Makoa, Finn and Asher came across the debris of an airship as Cesare and Sean set up camp. Finn made the debris as being around twenty years old, with Makoa noting that most of what little remained identifiable seemed to be from the upper deck/half of the ship. During their investigation, the three were set upon by a large shambling mound of vile vegetation that briefly swallowed Makoa, who employeed his favored stand-toe-to-toe fighting style with the slow moving beast. The three did manage to hack, blast and pierce the thing into apparent submission before returning to camp and binding up wounds with aid of Sean’s devotion and Cesare’s song.
The next morning the group of five quickly spotted a ruins of a Dhakaani tower jutting out of a large crevice in the mountain at the end of the high path. Exploring down, the group spotted signs of long abandoned Harpy nest/guard posts having been built inside the town as it descended down into the mountain. At the bottom, ancient and faded hobgoblin murals along a hall gave way fungi, mosses and algae. Asher walked up to one of the first of several man sized mushrooms only to set off a shrieking noise from one and have another rot his flesh with long feathery purple sprouts. The group put arrows, axes and magic to work in defeating the fungi…but were apparently so unnerved by their situation that they would have missed the stationary man sized targets if they were any smaller.
Having collected the mushrooms, the group proceeded down a stairway carved out from a natural cavern that led down from the end of the main hall. Toward the end of the stairway, their surroundings began to be obscured by thick shrouds of webbing. At the bottom, the stairs opened into what appeared to be a large chamber that once included two levels but had opened into a single chamber long ago. All that remained of the second level were worn pillars, alcoves with wed covered harpy nests and remnants of stone that collapsed after the wood wore away many centuries ago. As half the group ventured further into the chamber, they found themselves snared by webs while spider like humanoids attempted to bite or strangle the two who had waited by the entryway. Sean, covered in webbing, found himself being choked by one creature that then carried him up to a ledged area. Makoa found himself troubled by poison and unable to deliver the punishment is use to giving out, while Sean put up a fine fit against two of the creatures despite his situation. Finn was able to reliably put arrows in the spidermen despite the curtains of webbing obscuring the area and even Cesare employed his sword in combat. Once Sean had killed the creature trying to strangle him, he was able to see a large egg sack tucked away in the corner…as well as Makoa leaping right at him from one decayed column. While he nearly had to shove Sean down to the floor to do it, Makoa was able to finish the last of the spider creatures. Exploring the chamber, the group found more eggs as well as abandoned nests that appeared to be taken over by the spider creatures. There was cocooned animals, tunnels and space for a number of additional spider creatures but little in the way of value. In the center of the chamber the natural cavern again opened up in the floor with four large but worn statues of Dhakaani warriors surrounding it.
Taking the carved stairs down, the group found themselves in a much better kept chamber with worked stone built around a central cavern lake. At the center of the pool of clear water, a worked stone structure had been built and at the top of that a mummified harpy with a maimed wing state in a slightly hovering wooden thrown. Lofted above them, the chamber rose up over three stories to a perfectly curved ceiling. Every inch of the ceiling was inlayed with layers of h complex and slightly glowing eldritch symbols and writings, some too small to read and others the size of a large cart. The glowing symbols provided eerie lighting and reflection in the pool, making the character cautious to proceed for a while. After testing the water and finding no clear risk, several of the group made their way to the top of the central perch. As they moved through the water, they found that disturbing the bottom raised white lime like clouds in the pool. A bigger reaction though happened when Makoa made it to the top of the perch, as the flattened center shifted and manifested a Prophecy mark beneath him that in turn caused his Dragonmark to heat across his chest. While Asher and Makoa were entranced in these events, Cesare decided to stir up the water as much as possible in an effort to have its appearance be like milk. After getting the water sufficiently cloudy, he found that his motion had also stirred up a creature made of thick corrosive white mucus. The ooze displayed little care for Asher’s attempts to burn or freeze it, so he returned his attention to the markings around him when the creature disappeared into the water as Cesare escaped the pool. Makoa being dazed in his own thoughts, missed the creature’s return as well as it being joined by a twin. When he did note the creature, Makoa’s flying leap and slashing axe onslaught was no more effective in no harming the creature than most of the attacks being sent against it. He did have more luck with a wooden staff he carried, though it did decay with each successful blow. Meanwhile, Cesare found his leather armor ruined by continued assaults from the ooze. He was then was reminded of the tankard he was carrying by Makoa, which sucked up the two creatures in quick order. Of course, one beast managed to slip out and further pound on Cesare when he unexpectedly tried to use to tankard to absorb the pool of water itself. Cesare was though able to reverse his actions before being dissolved by the creature, and learned to be much more careful with magical containers with deadly beasts inside.
With the chamber safe for the moment, the group was able to examine the mummified harpy more closely. In addition to decorative dressing, Asher was able to point out several minor magical signatures as well as hand off a long bow from the corpse to Makoa. After stripping down the corpse, Makoa had the feeling he was overlooking something. Recalling some of his training and House’s interests, he focused on the Mark of Finding through the focus of his Bronzewood Mask and was able to locate a geoid buried beneath the perch structure that contained four raw eberron dragonshards. Last, while preparing to further examine the objects taken from the corpse, Asher opened a bag and found a pillbox sized metal box. This smaller box did not radiate magic and appeared slightly warped or worn in comparison to the larger version, it was clearly a duplicate in appearance of the metal box the group had taken from the Bloody Belly.
Rumors and Stirring within Droaam Two warlords, with very different styles, were in Greywall when the PCs left on their trip to the ruins. One has turned the Twilight Palace in the Kennels into a tumultuous nexus of cryptic activity, the other quietly holding up in the Throne district.
The minotaurs from the Turakar's Fist are maintaining a siege like stance, cutting off Grimestone keep from Greywall for the time being. While for the most part the residents of Greywall care little for this event, some question the boldness of the Fist’s actions and what it might lead to.
The PCs have also started discussing the purchase of a ranch, cottage or business front in the area for general use and to act as a home base, as Asher apparently is tired of footing the bill for breakfast at the Golden Dragon every morning. Though they have not made any specific inquiries or contacted anyone looking to sell/build, their collective experiences in the city over the last few months has them thinking that a simple building with a room for each and one common room would cost about between 2400 and 3200 gps.
Post Play Action Current XP is 2780, which brings everyone to 4th level. To make that official, you need to have a hard copy of your character sheet to me or it uploaded to OP by the next game. Everyone also needs to have their background questionnaire completed (at least in its basic form), and if you have done any edits or updates get me those.
Before characters are going to be allowed through the gate to 5th level, which will be a bit mind you, I want at least one an In-Character Adventurer’s log post completed. Alternatively, more details about your character background or evidence that you have learned and incorporated into your character some details specific to the Eberron setting to will likely be accepted.
Tangible Loot acquired in the ruins and were I understand it is being held. A decorative longbow (from harpy corpse), Makoa. The pack with the mushrooms, Asher. The pack with the eggs, Makoa The flagon with the “Milk”, Cesare Decorative headdress and ornamental trinkets from harpy corpse, Asher Sketches (basic) of the writings from the ceiling and Prophecy Mark, Asher (note, I do not believe Asher actually stopped to take etchings of the Dhakaani Empire murals as he was interrupted by the mushrooms). 2 Stench Stones and 2 Brain Blank Pearls, Asher 1 Bag of Dust of Dispersion 12 Swiftflight arrows, Finn 4 Raw Greater Eberron Dragonshards, Makoa Broken Geoid Lined with lesser Eberron Dragonshards, Makoa Old Cyrian officer style long sword (slight warping effect), Sean Pillbox sized Metal Box (slightly warped), Asher
The real problem is not whether machines think but whether men do. ~B.F. Skinner
Only enemies speak the truth; friends and lovers lie endlessly, caught in the web of duty. ~Stephen King
Post subject: Re: Droaam: Graywall and Long Shadows (in-game)
Posted: 11-19-2014, 07:39 PM
COG Joined: 06-24-2011, 09:27 PM Posts: 146 Location: Phoenix, AZ
11/16/14
This in no way should replace Players posting on the OP Adventure's log pages, which should give personal accounts and perspectives of individual characters. This is more a group resource and reference of the broad overview of the story for future use. Let me know if you recall something different, want something you did noted for future reference, or have factual questions about events the characters experienced. I will edit as needed.
Session 7 The Value of Things
The group started off by spending several hours further exploring the ruins they cleared. Finn patrolled the mountain pass and surrounding area, locating exits tunnels from the webbed level and establishing a camp. Makoa and Cesare cleared up the webbing level and broke apart decade old harpy nests, but found little more than clutter and refuse. Makoa did though further practice and develop better focus when using his Mark of Finding. Sean kept watch while Asher tried to sketch as much of the markings on the ceiling of the bottom chamber as he could before nightfall. Everyone then pulled together at the crumbled tower entrance as the last rays of sunlight could be viewed beyond the mountains. As they began to share a meal, Sean caught the echoes of a harpy war hymn coming from deep within the ruins. Drawing the other’s attention to the strange tune put the group on edge, with a screeching cry of rage deep below ending the song. The group backed away from the tower, except for Makoa. None were quiet prepared though for a quartet of spectral harpy warriors to rush through the remaining tower walls and attack. Sean quickly separated three of the forms using his faith to force them away, with a combination of weapon blows bring down the fourth even as it drained the life from Makoa. This gave the adventurers a chance to run further away from the tower and down the mountain path, but the undead monsters did not give up their pursuit. The group made a stand, with Finn sending rays of divine light and then emblazing his sword in order to do the most damage to their ghostly flesh. Finn sent a few arrows into their ethereal flesh, but found more luck tearing their forms with the enchanted elven dagger he won through combat in the arena. The harpies seemed particularly interested in Asher’s death, and almost succeeded in draining all life from him. The group though did manage to extinguish the furious ghosts forms, with Sean leaping between Makoa and Cesare as the last form hovered over the fallen figure of his liege lord’s son.
The group then trudged down the mountain and toward Graywall, wary of other things possible following them from the ruins and remembering the last howling scream they had heard. On the last night before the stretch of flat land between the southern mountains and Graywall, the group made camp among the wooded foothills. There they were hailed by an armored officer of Karrnath, who’s armor bore symbols of devotion to the Blood of Vol. Alone and making pledges of no intention of harm and only wishing to share the group’s fire, Korn of Karrnath sat with the group for a short while. Stating that he was in the woods seeking a worthy hunt and that his guide had made some recommendations of possible prey, most of the group seemed to quickly feel that Korn’s intentions were not pure. Korn professed a strong faith in one’s individual strength and reliance on one’s own self or bloodline, with Sean sowing some respect for the warrior’s philosophy even if it did not agree with his own beliefs. Korn asked a few questions of the group, but mostly talked of his own desire for a worthy challenge and reminiscing about past days when he proved his worth by killing his country’s enemies (presumably during the war). He seemed rather knowledgeable or at least adapt at being able place the birthplaces of each party member, but showed more knowledge than even his proclaimed travels and interest in bloodlines could account for when he called on Finn by name as the elf stood to leave the fireside. This seemed to quickly bring the group’s willingness to converse to an end.
After Korn left for his own camp, the group debated on how to react to the threat they perceived from Korn with Asher heading up the idea of resolving the problem in the dark of the night (with the implication being attacking the karrnathian solider). Others felt that it was better to not present themselves as potential challenges or prey. In the end Asher along with an unusually quiet Cesare ended up walking into Korn’s camp, with Finn tailing in the shadows while Makoa and Sean followed up a few minutes after but stayed a good distance from the camp. Asher found Korn around a fire with five skeletal soliders, who did not react to his presence. While this explained the sent of death that Finn’s cat Kiba had scented, none saw any sign of a large cloaked figure that the cat had spotted in the distance with the soldiers while Korn had been by the groups camp earlier. Asher attempted to talk to Korn about the magic involved in raising the dead or bring loved ones back to life, but Korn seemed uninterested in such discussion and not knowledgeable in magic or those who might have such power in Droaam. Soon Asher returned to the main camp and the group rested. In the morning, they then found that Korn had already broken camp and departed as they set off to continue to Greywall.
Once in the city, the group dropped off the “groceries” at the House Sivis enclave and spent the next day examining the other loot they had obtained after dropping off a note for Kethelrax at the Twilight Palace. While Asher made notes and contacted his family’s steward in Aundair by Speaking stone, Makoa talked to his House Lord and Zerasha about what the group had found. Finn and Sean mostly hung out and kept watch, both over the items collected from the ruins and for any threatening presences looking for the group. Cesare meanwhile snuck out to follow up on his own side activities as well as hanging out in the Broken Sword in order to monitor activities of a Karranth dissident group and Blood of Vol faction he had seen there in the past, though none showed that night. When the group reformed for dinner to discuss the loot, Makoa let Asher know that his contact wanted to see them both in regards to Staninis (but neglecting to specify the nature of his contact or that Staninis had set up to meet the two through her). He did though let the group know that Korn was likely linked to the Dark Pack (who were still in town) in some way and that the ruins were likely those previously occupied by the Song of the Black Stars flight of harpies. That flight was very protective of their roost, and their leader was had been led by a mid level warlord but very revered harpy and follower of the Fury prior to the rise of the Daughters.
Makoa then led Asher into Bloodstone, where he got his first look at the street of shadows and its shrines. While Asher did enter the Eye of the Shadow end to the street, he only got to see the statues and stone garden inside as Zerasha (who Makoa still had not specifically told Asher about) was nowhere to be seen. Staninis though did step forward, and proceeded to make what he seemed to feel was a final offer to peacefully end hostilities between himself and the group. He seemed to have regretted letting Asher live in the past and making what he seemed to feel was every effort to not skill him, indicating it was only not wanting to also have to kill Makoa (a house heir) that caused him hold back to this point. Makoa described his offer as an active backing off, with Staninis saying he would not seek to harm the group members as long as they made no purposeful attempt to harm him or disrupt his activities. The orc though doubted Asher had the ability to control his friends though, but promised any aggression against him would be met with Asher being killed first. Staninis made alternative suggestions that perhaps Asher would be best off taking care of his friends first or that Makoa should simply cut Asher loose, as Staninis doubted that the other group members were able to restrain themselves. In the end, Staninis seemed to be satisfied that he had made his final offer and made both Asher and Makoa aware of the consequences of crossing him again, and that he cared little for if they agreed with his thoughts or not.
The next morning the group met for breakfast, where Asher let them know about Staninis’s offer. There seemed to be a general agreement to back off, but for some only so much as to delay dealing with him for now. Makoa and Asher then received a summons to the Twilight Palace, where they eventually were brought before a different goblin. That goblin looked over the list of goods and estimated worth prepared by Asher, and offered to either give the party half the gold value in exchange for everything on the list, take that same value in gold from the group and let them keep all the goods or to let the group keep everything in exchange for Asher’s signature on banking notes that were said to provide gold to goblins but would not actually cost Asher anything (Asher originally edited this last option when talking to the rest of the group, though Makoa eventually let them in on it). An answer thought was needed by the end of the day. After talking to the group, several attempts to raise funds were pursued by the group. Asher with Makoa also later being brought in contacted a professor from Sharn he had met, who was still at the Twilight Palace, and negotiated two possible deals to raise different amounts of funds for either the Harpy cultural artifacts and/or the rights to the find at the ruins as well as all associated records. Makoa talked to his uncle and House’s lord about keeping the find in house, but this did not offer a lot of coin in time. He was congratulated for thinking of the House when negotiating about the find, but was cautioned that whoever directed him to the ruins might now like the group then signing over the find to others. Despite Asher expressing that he did not think it wise, Cesare went about trying to find another buyer for the harpy artificats in town. He ended up meeting Banor Blackbarrel, an old dwarf running a seedy tavern called the Cracked Keg at the end of the Kennels, who directed him to a harpy named Zoryanna of the Last Dirge flight and owner and The Venomous Voice in Bloodstone as the only person likely to have the coin and interest with such sort notice. Cesare negotiated with Zoryanne, but kept details of the artifices slightly vague. In the end though, the group decided to simple give over the goods to the goblin at the Twilight Palace and split the resulting gold, keeping only the drawings, notes and location of the ruins for themselves.
Each party member ended up with 327 gp in exchange for all of the goods acquired in the ruins. Makoa though did inquire about buying back the Cyran officers sword and the metal pill box, but was told that he would be gotten back to as to if that were an option and if so, what it would cost.
The real problem is not whether machines think but whether men do. ~B.F. Skinner
Only enemies speak the truth; friends and lovers lie endlessly, caught in the web of duty. ~Stephen King
Post subject: Re: Droaam: Graywall and Long Shadows (in-game)
Posted: 12-01-2014, 08:44 PM
COG Joined: 06-24-2011, 09:27 PM Posts: 146 Location: Phoenix, AZ
11/30/14 This in no way should replace Players posting on the OP Adventure's log pages, which should give personal accounts and perspectives of individual characters. This is more a group resource and reference of the broad overview of the story for future use. Let me know if you recall something different, want something you did noted for future reference, or have factual questions about events the characters experienced. I will edit as needed.
Session 8 The Value of Choices The group started off with continuing their efforts to find common housing, running over some figures and talking about what was and was not manageable. Makoa went to see his contact to see about possible options for earing more coin for the house by doing tasks for her. Zershassa offered to provide work for coin if that is what he wanted to arrange for the group, but gave a reminder that employment by the medusa and devotion to them are different things with separate rewards. He also asked about any continuing arrangement between her and Stanninis and tried to inquire as to how the previous meeting had been arranged, to which he was told that the safe meeting arranged through her was a one time thing and that it was not Makoa’s place to inquire as to how others come to make dealings with her.
Meanwhile Seaghn got to know Lady Mishaan d' Phiarlan, manager of the Twilight Palace, by bonding over there memories and common history as Cyren refugees. Asher spent the day thinking about what to do next and about possibly going back to the Dhakaani ruins and its strange markings. Cesare was given some direction from his associate in Sharn, and Finn worked at advancing the training of Kiba.
Discussion at breakfast the next morning was intruded on by the walking corpse of a harpy, though Asher saw the mummified harpy warlord queen of the Black Star Flight coming for him. Headless of the flesh that Makoa cleaved from the corpse she wore, the figure attempted to stare down Asher as moved to confront him. Though his will held, Asher attempted to back away from the creature but first made himself invisible. Unfortantly, such was the creatures hate for him that she was still able to sense where he was and lash out at him as move away. The resulting blow hit true and held such power that it smashed the half-elf off his feet, against the wall and into a bloody heap on the floor. Thinking him finished the creature turned to Makoa, though with less intense fury. Despite grievous wounds, some of which healed as it fought, the creature made no move to escape and swore that she would not stop even as it’s attention was returned to Asher after Finn channeled life back into his wounded and unconscious form. Cesare attempted to drive the creature away with psychic whispers of discord, but only managed to place himself between the two. Seaghn though ended up finishing off the creature by splitting it’s very battered form in two with a ray of divine light, yet even as its physical form was destroyed several sensed the spirit fall to find rest.
The group managed a short rest while answering brief questions from House Tharashk guards, who did little than ask enough to make sure there was no continued threat and look to Makoa and the owner of the Golden Dragon to see if anyone present needed to be punished. They then began to discuss who to look to for answers as to how to what had attacked Asher, who recalled stories of never ceasing undead called revenants with similar traits. Attempting to get the lost harpy headdress and cultural artifacts from Keth was dismissed as likely too difficult or costly, but attempt to perhaps talk to Korn was considered. Asher also sent a near desperate word to his mentor and great aunt in Aundar seeking help, which later received a reply of “I will attend to you shortly”. While the others waited for the day to pass and planned on seeking out Korn or his countrymen in the Bloodstone in the evening, Makoa went back to talk to Zershasa. This time making a more overt effort to be deferential rather than casual in her presence. There he learned a little more about the nature of revenants and that nothing but the most powerful of magic can lay their spirits to rest against their will. Zershasa though did offer to try to find an alternative to getting the creature to willingly rest instead of grating it the vengeance it seem to desire to satisfy by killing Asher (with the group being concerned about who it might look to next). Asher though would have to agree.
After discussing the options again, the group decided to pursue the aid of Makoa’s contact, though only some vague information about the actual nature of the contact leaked to the whole group. Asher though did finally get to meet Zershasa, who presented him with the choice of either having her directly intervene with the revenant in a way that would stop its pursuit of Asher or for her to simple provide aid through information on a way to possible put the spirit to rest by offering it something it wants more than vengeance. Asher decided to put his future in his own hands, and took the option of aid through information. Zershasa than pointed Asher toward talk to Zarryanna the harper owner of the Venomous Voice in Bloodstone who could further direct him to a harpy girl named Beatix. Zershasa informed Asher that the one thing the restless spirit might want more than vengeance would be for her harpy flight to have a new leader, and that Beatix would be the sole possible way of appeasing the spirit she took up the mantle of the Black Star Flight.
Asher recruited Cesare to act as a intermediatory, as he had previously talked to Zarryanna about the harpy cultural artifacts. Cesare agreed, but not without first giving Asher a hard time and lording that Asher needed him over his head. The two talked to Zarryanna, who acknowledged that she provides a safe home and new start for harpies without a flight for any number of reasons. She in turn made introductions to Beatrix, a girl of perhaps 13 or 14 who had found contentment working in the inn scrubbing floors. Beatrix was surprised and fearful of how the two strangers knew about her ancestry, but did acknowledge that her grandmother was the warlord and last leader of the Song of the Black Starts. Beatrix had no interest in taking on the mantel of a choir leader and following in the path of her insane grandmother, telling the two that she had no devotion to the Fury and found peace away from her flight. She was willing to share information about the rites of succession in her flight as long as her secrete past was kept quiet. Conflicted about what to do next, Asher and Cesare left the tavern hall but paid both Zarryannna and Beatrix generously for their time.
Asher had a restless night, but by morning had decided on a course of action. He rented a cart and horse, had the others be ready for his return and went back to see Beatrix. He then charmed her mind and implanted into her will the idea that she did want to become the Flight’s new leader. He than took her and the group out of town, where the Harpy revenant confronted the party. Beatrix, still under the power of the spell, stepped forward and participated in a rite of passage. The revenant anointed her granddaughter as her success and voluntarily gave up her physical form, taking some measure of rest. The group then turned back toward Greywall, with Asher again entrancing Beatrix to send her toward the Great Crag prior to entering town and the first spell wearing off. Appearing to have appeased the undead spirit that was set on killing him, Asher slept much better once back in his bed in the Golden Dragon with a small nagging in the back of his mind about when Zershasa would come calling for what she was now owed.
The group went back to their normal routines and the on going discussion of housing, though Finn did spot Stanninis out in the woods making a temporary camp with 5 other orcs while training Kiba. Knowing that they still needed more cash for even a basic dwelling, the group closed out the session by deciding to do some raiding along the outskirts of the minotaur’s territory and siege line. Cesare remained in town to look into housing options and take care of his own interests, with the rest of the group setting out for the day long trip toward north. Once in the right area, the located and then ambushed a squad of bugbears that had made a base camp inside a partially collapsed old stone building. Asher nearly died when the commanding bugbear disappeared in the brush and then snuck around to where Asher positioned himself, but was saved moments before bleeding out by Seaghn. After routing the camp and policing the bodies, the group rested in the collapsed structure. While Finn then patrolled the surrounding area looking for other more camps, two savage minotaurs came to check on their bugbear allies. Having failed to get the expected response to their grunting hails, the two charged into the clearing and in an impressive display of brutality gored Makoa and Seaghn nearly to death with their initial charge. Despite savage swings and frenzied attacks, the two minotaurs were put down, with the group taking off them ruff caste gold and silver armbands as well their horns and other loose trinkets. In addition, Makoa claimed one of their horn spiked great axes and turned over his standard forged great axe to Seaghn. With the money gained from the raid being put into a general fund toward the purchase of a common dwelling, the group turned back toward Greywall.
Post Play Action For those who like to monitor such things, current individual xp is 4150 (5th level is 6500). Players who have made adventure posts include Aaron, Liam, and Brandon. Everyone has got me the essential character sheets and backgrounds, though details like ideals/bond/flaws to character sheets that do not have them and more details to backgrounds are encouraged. The group is purchasing a place at the outer edge of the Kennel’s district, which has 5 simple bedrooms and a spare space as a workshop. Each group member is expected to chip in 353gp. The place is recently built by the Graywall labor force, so the group will be spending some time over the next several weeks making it more livable as well as potentially adding a few upgrades for security.
I overall plan for about a month of down time to take place, with several things I will post soon going on over that month in a rough order. That timeline should hold unless someone in the group initiates something that causes a plotline to climax during "downtime".
The real problem is not whether machines think but whether men do. ~B.F. Skinner
Only enemies speak the truth; friends and lovers lie endlessly, caught in the web of duty. ~Stephen King
Post subject: Re: Droaam: Graywall and Long Shadows (in-game)
Posted: 12-05-2014, 08:26 PM
COG Joined: 06-24-2011, 09:27 PM Posts: 146 Location: Phoenix, AZ
Continue Rumors and Post Session 8 Events.
Rumors and Stirring within Droaam General rumor mill in Graywall holds that Kethalrax’s visit has been one part circus and one part disturbance, with opinions largely based on the nature of who you ask. The residence of the Kennels have found it disruptive, while the other inhabitances of the city (particularly the little folk) have found it quiet humorous how much he has had people jumping around. Those who came to Graywall to see him do not talk about it much, but there is an impression of a mixture of confusion, anger and satisfaction to conducting business with the warlord. No one though is clear on exactly what was accomplished, or at least willing to talk about it.
There is though propaganda calling Kethalrax’s efforts a grand success as a response to the Daughters call for warlords to act in such a way as to strengthen the nation of Droaam and as an example of how individual warlords can work on trade or relationships with representatives for any other nations or foreign powers. The propaganda includes talk in the streets of Greywall districts, but goes well beyond this. Several articles appear in the Korranberg Chronicle and the Sharn’s Inquisitive newspapers on the subject, with the first focusing on supposed business advantages and the second hinting about certain exotic appeals to visiting or dealings in Droaam.
The Dark Pack’s presence in Greywall is still noted outside of the Kennels, more by the fear that comes up whenever they should be mentioned than any open talk. Those in the Kennels though do not seem aware, or at least to care about the issue at all.
The attack by the undead harpy on the Golden Dragon results in a few days of gossip within the Kennels, including some harsh talk against the race by some visitors to the city. House Tharashk makes a show of arming its patrols with more prominent ranged weapons (spears, bows/crossbows) and House Ghallanda promotes how no one was killed and everyone walked away, without even requiring House Jorasco aid. In turn, Lady Mishaan holds an open recital of harpy singers within the section of the Roar in front of the Twilight Palace to demonstrate what she refers to as harpy’s true nature.
Talk will go on about how the minotaur’s siege seems to be taking hits against it, but there are also rumors that at least one horde raid has crossed over from the minotaur territory to slaughter a village of orcs loyal to the gargoyles of Grimestone. Breland has in turn begun to actively patrol along the border with Droaam across from the minotaur’s territory. Most residence do not care either way, but more are starting to wonder if the conflict will boil over to the point that the Daughters have to intervene.
As time goes by, word spreads that a group of gnome researchers from the Library of Korranberg in Zilargo coming into Droaam to document the oral histories, traditions and regional poetry of area. The expedition is talked about specifically because they are said to have arranged not only for escorts through House Deneith but expressly for goblinoid mercenaries drawn from the House’s Darguun ranks. (Note/Reminder: there are long standing rivalries between Orcs and Gobliniods, Tharashk and Deneith and between Drooam and Darguun mercenaries). Word has it that the expedition will be starting in Greywall and dividing up into groups that are staying within the Kennels, Bloodstone and Little Greywall districts before heading in-country.
For events happening further out, word has reached Greywall that it was an Oni warlord who was disposed a while back in response to the original treaty meeting held at the Great Crag (which resulted in Droaam again being denied recognition as a nation a month prior to the start of the game). That has in turn caused a period of turmoil within his former domain, which is now said to have been pacified. A successor to that warlord’s position though has not yet been declared, but the same rumors have it that the Medusa’s gained additional powers over other warlords at the same time as the Oni’s fall and their territory is relatively near the area now leaderless.
Spring is giving way to Summer across the continent of Khovaire. Breland is seeking to either negotiate for better prices on trade for foodstuffs (particular from Aundair) or for the other recognized nations to step up and help Cyran refugees, most of who are still within Breland’s boarders. Karranth has positioned itself to further distance itself from acts of the Emerald Claw (their former secret police/special forces during much of the war) and support peace by publically supporting efforts of House Deneith to hunt down war criminals. Thrane is announcing planes to celebrate the 700 year anniversary of the founding of the Silver Flame during next year’s summer, including a number of lead up events as well as mission statements or pilgrimages for the faithful to accomplish before the official anniversary. Aundair has made overtures to the other nations to meet again at Thronehold to discuss further acts of disarmaments and the establishment of a lasting peace. There has been whispers that the different druid sects within the Eldeen Reaches are coming into more conflict with each other, including aggressive acts by some sects and the Ashbound and Children of Winter being specifically named. The Shadow Marches are experiencing a relative drought that is being blamed for aggressive creatures venturing out of their usual habitats, but the drought has led to more dragonshard finds in the receding swamp lands. Darguun seems to be preparing for a civil war, as the Lhesh’s heath is said to be failing, which leads to rumors of increased slavery and gathering of arms. The Mournlands maintains a haunted tranquility as far as those outside the misty boarders can tell, with Cyren refuges presenting burdens, headaches and easy targets to be taken advantage of across the land. Zilargo is at peace, and in equal measures only wishes its neighbors heath and prosperity.
Post Play Action Kethelrax will have departed from the Twilight Place by the groups return from the raid, but will leave Asher and Makoa a final note. “The groceries were in acceptable condition, though more care with the mushrooms would have been wise and the milk was a bit soured. Should you want more tasks like this, I will leave arrangements at the House Sivis enclave. Your mouths though are less discrete than I value, but for now I think I will overlook that due to the entertainment you will bring. You may pick up the sword and the casing that you had wanted back, again at the enclave. Also for no charge for the same reason, except that you convene the following to the one representing shadows and stones. Tell her, well played.”
Asher will also have one further message from Leandra waiting for him, informing him that she is departing for Greywall via Breland and will be traveling by Lightning Rails and coach. She should be expect in three to four weeks. He will also note that he has not received a letter from Isabella in weeks, though at least his mail is not being stopped by House Orien anymore.
A few days later, the history professor from Sharn that Asher met and negotiated with will ask to meet him for drinks, which will quickly lead to him inquiring as to if Asher wants to divulge the location he described. Alternatively, the man also asks if Asher would be willing to meet again later and compare any notes or drawings that Asher might have of what he found with some other writings the professor can get access to through the university.
Seaghn will be invited to dine on a few occasions with Lady Mishaan at the Twilight Palace, in a very nice private dinner room where illusions with a Cyran theme will augment the atmosphere. Lord Dew Wintter, Asher’s father, will also contact Seaghn for an update on how his son is fairing. Depending on what Seaghn does when not following Asher around and how he goes about following the routines of a Vassal of the Sovereign Host, there may be more as well.
Finn will find Kiba acting a bit strange when he next takes her out to train, overtly on guard and watchful. A little time, investigation or direct questioning of Kiba (on his own or with Makoa’s help) will indicate that worgs, wolves and “manbloods” have done some extensive scent markings in the areas directly around Graywall where Finn has been going to train her. House Tharashk’s will offer Finn a few opportunities for either local mercenary work or caravan guard duty if Finn is interested, but it will be more of a passing offer and not an active recruitment.
Assuming he keeps up his standard practice of keeping his ears open while disguised and frequenting places in Bloodstone, Cesare will spot Staninis at the Broken Sword one night drinking socially with a group of Gnolls and Orcs. He will also see Korn at the Broken Sword meeting with other exiles from Karranth for a few nights, before Korn stops appearing at the tables. Cesare will hear them talk in ways that seems to hint that the Karranth dissidents may be backing or bring aid to one of the two sides of the minotaur/gargoyle conflict going on, but not enough to be clear as to which side.
Khundran will suggest that Makoa do some small jobs for the House, primarily to keep Makoa’s profile up and make it clear that he is still contributing to the house’s fortune. He will let Makoa pick which section of the house’s activities (Guard, Mercenary or Investigation) that he wants to build a reputation in, but will not require him to deal with the guild bosses more than he wants to. If Makoa continues taking on exhibition (i.e. more show/fun than serious threats) challenges from time to time in Bloodstone and the Arena, there will be a couple of overtures to have him take part in a battles with high stakes if not outright to the death. These mostly will come as word through Kel (particularly if Makoa is taking on a few small mercenary jobs) but once or twice Fela Fingerbones will asks him if he wants a more profitable match and there will even be a few direct challenges from minotaurs once they get a look at his new axe.
The real problem is not whether machines think but whether men do. ~B.F. Skinner
Only enemies speak the truth; friends and lovers lie endlessly, caught in the web of duty. ~Stephen King
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