Wednesday, March 31, 2010

Witchspire Hill: Session 1


Date: April 22-25, 1,051 HR

Our first night of play began with our hardy adventurers arriving at dusk outside the gates of Null's Harbor, principle town of the the Kingdom of Gnut. Upon entering the town, the party lost little time tracking down the truth to the rumors that had been trickling down the coast road into central and southern Thrang. After some inquiries were made at The Green Griffon tavern, the party made the acquaintance of a local jack-of-all-trades known as "Filthy Pete," who claimed to have information about the strange goings on in the Stony Brow Hills and the stories that had lured the party to Gnut.

According to Filthy Pete, five months earlier, a mysterious black tower manifested itself one night atop a remote hill know as Witchspire Hill. No one witnessed any construction of the structure - it was simply "there" one November morning. Needless to say, the bizarre occurrence created a stir when news of it reached the Null's Harbor which lay just one day's march to the west. Unable to resist the lure, a local adventuring company known as "The Wild Boys" headed out to investigate. They returned to town one week later telling tales of an extensive network of tunnels, galleries, and chambers laying beneath the tower. Significantly, they also returned with treasure in the form of gold coins, gems, and some strange and foreign looking objets d'art. After resupplying, "The Wild Boys" headed out again to investigate "The Witchspire" as locals had begun to call it. That was late November.

As of yet, they have not returned.

Following the discoveries of "The Wild Boys," two other adventuring companies - "The Undermountain Boys" and "The Bronze Dragon Adventuring Club" - set out for hill hoping to recover additional loot. Not a single member of those groups have returned either.

Despite the obvious danger, our adventurers could not resist the lure of possible treasure to be found and quickly formulated plans to set out for the Witchspire on the following morning. After some negotiations with Filthy Pete, they managed to convince him to come along as a guide and even serve as a shield bearer for Igmar Houndhaven, one of the party's magic users. Filthy Pete offered to find an additional hireling to serve as shield bearer for Silas Graylock, the party's second magic user. Pete made good on his promise and returned the following morning with an affable if somewhat dim-witted bumpkin named Dent Footknocker.

Also at the Green Griffon, the party learned from three burly dock hands about the recent execution of Gnut's Queen. Apparently, King Hardric VII, current monarch of Gnut discovered that his wife, Queen Yvonne, had been cuckolding him with her music tutor. He promptly dissolved their marriage and had her executed. But because Queen Yyvonne was sister to King of Alfonso, ruler of the Thrangian Kingdom of Eknad, a political dispute has ensued. King Alfonso is not at all happy about the execution of his sister and tensions between Gnut and Eknad are nearing a boiling point.

The following morning, the party made ready to leave town by purchasing supplies and questioning some local merchants who had purchased some goods from the Wild Boys.

But while leaving Bytor's Magic Shop, the group's two magic users, Silas and Igmar, were approached by an indiviual identifying himself as Legas who claimed to be an agent of Hezroat, a prosperous local spice merchant. After cornering the two neophyte mages for a private conversation, Legas informed them that his master, Hezroat, would pay everyone in the party 100 gp each if they returned to town with the head of Bartok, leader of "The Wild Boys." Legas offered no information concerning Hezroat's motives in offering this deal. After some discussion, Silas and Igmar took the deal, but decided to keep the deal to themselves and not tell the rest of the party.

The rest of the morning was uneventful except for the actions of Thimble, the party's thief, who took the opportunity to pilfer a silver comb from a merchant's stall in the central marker square.

The trip to the Witchspire was uneventful and the party arrived late in the afternoon on April 24.

Upon investigating the tower itself, the party discovered what appeared to be a ransacked wizard's tower. Little was learned beyond that, but the group did find a secret compartment containing a scroll and book bound in red leather, both written in a strange and unfamiliar language. After camping for the night, our adventurers finally began their descent into the regions below the tower on the following morning.

There, the group began exploration of what they presumed to be a large underground complex. And sure enough, the complex was not uninhabited. Horrid undead in the form of ghouls and a strange bull headed skeleton assailed the party within their first hour of exploration. It was here that we suffered our first loss. Rayleen Marybegotten, a female fighter, was savagely gored to death by the bull headed skeleton during the desperate, torch-lit battle. Though shaken, the party decided to continue, and after stripping Rayleen's corpse of all useful items, they did just that.

And this is where we left off, poised on the edge of the unknown mysteries and dangers that lie beneath Witchspire Hill. Nice work everyone.

Experience Points Awarded: 43 points per character. 5 bonus points go to Thimble for her theft.

Tuesday, March 23, 2010

Next Date

I'll post a campaign update sometime in the next few days, but for now I'd like to throw out some possibilities for our next session. How does Friday, April 16 or Saturday, April 17 sound for everyone?

Sunday, March 14, 2010

Welcome to the Kingdoms of Thrang


The Kingdoms of Thrang, also known as the Thrangian Kingdoms, are a collection of minor principalities, about sixty in number that lie along the eastern edge of the Great Western Sea. [Editor’s note: For those of you who have played in the Fallen Lands before, the northernmost part of Thrang lies about 560 miles due south from the town of Southwaite on the Hrothgar Peninsula]. The region is populated mostly by humans. Thrang is characterized by rolling hills and deep valleys. Its Kings and Queens rule from dark and ominous hilltop castles and forts. The climate is warm and temperate [similar to Northern Virginia in our world], but gloomy. The towering Somber Horn Mountains that comprise Thrang’s eastern border effectively block the moisture laden west winds that blow from the sea, making the region quite rainy and almost perpetually overcast.

To call the Thrangian principalities “kingdoms” is quite generous, in fact; most have a population that averages around four to five thousand souls. But kingdoms they are nevertheless, each ruled by its own monarch and attendant aristocracy. All of these minor kingdoms share a common culture and religion, one of the main reasons for conceptually grouping them together in the first place. Moreover, most of the Royal families of Thrang have intermarried over the years, thus strengthening and reinforcing the bonds that give the region its unique and distinctive identity.
Despite this sense of commonality, however, there is seldom peace in Thrang. The Thrangian Kingdoms are given to great intrigue and rivalry. Blood feuds, plots, schemes, and outright war are common in Thrang as its various petty monarchs vie and compete in the attempt to usurp each other’s power.

[Yyrg the Bald, chief historian at Canaladaer Keep, described Thrang as existing in a state of “perpetually controlled chaos.” These remarks were made in his famous treatise on the region entitled Mandeville’s Travels: An Actual Excursion to Thrang Along with Imaginative Speculations of the Lands of the Distant South which May or May Not be Ruled by Snake Men.]

There are several reasons why the region does not simply devolve into total anarchy or gradually coalesce into increasingly larger and more powerful polities as the various kingdoms annex each other.

First, the threat of outright war is somewhat held in check by the fact the entire region is threatened from without by even greater dangers that could potentially spell the end of all the Thrangian Kingdoms. To the north lies the dreaded Wargwood Forest, home and spawning place of hordes of foul undead. To the east, Thrang is bordered by the towering Somber Horn Mountains. In one sense, these mountains are a blessing in that they shelter Thrang from the predations of the fierce Gnoll tribes that rule the Pack Lands beyond them. But, the mountains are also home to their fair share of monsters. Each spring and summer, bands of mountain Trolls, Ettins, and primitive Giants descend from the Somber Horns to raid the eastern kingdoms. To the south lie the Pirate Holdings of Zed, another source of continual danger. Given that Thrang is surrounded on all side by such threats, its ruling monarchies have naturally come to a tacit understanding that whatever their potential grievances with each other may be, it is in everyone’s best interest to collaborate militarily at some level for the common good.

Conflicts between the kingdoms thus tend to involve assassination attempts, espionage, sabotage, duels, and other forms of covert subterfuge. Nevertheless outright war between kingdoms is not unheard of.

The second, and perhaps most significant cause, for the “stabilized chaos” that characterizes Thrang is the Church of Wee Jas, Goddess of Magic and Death. This church is the official, royal religion of almost every kingdom in Thrang. According to custom, the Thrangian monarchs all rule with the divine blessing of the Goddess and the church maintains major temples in every monarch’s court. The church must sanctify every royal marriage and coronation. Make no mistake though, Thrang is not a theocracy. The church’s power, while considerable, is mostly of the “indirect” sort. It has no power to pass legislation and commands little in the way of military power. Because they lack the strength to affect a complete takeover of power, the Magician Priests of Wee Jas must be content to manipulate the political landscape from behind the scenes. But it is in their best interests to maintain the current state of fractious squabbling among the Thrangian monarchs. The more those monarchs are at each other’s throats, the easier they are for the Magician Priests to control. A strong ruler, one who amassed considerable power and allies would be threat to the power of the church. Thus, the church maintains a highly trained cadre of clerical advisors who pour honey into the ears of Thrangian kings and queens, who subtly arrange a marriage here, a poisoning there, all in the name of maintaining the status quo.

To be sure, Wee Jas is not the only deity worshipped in Thrang. Hundreds, perhaps thousands of minor deities, are worshipped by the common people. Demon and Devil worshipping cults are quite common.

Our Game begins in the Kingdom of Gnut, ruled by King Hardric the Seventh, which lies at the extreme northwestern tip of Thrang. Gnut huddles under the eaves of the feared Wargwood Forest from which the walking dead are frequently known to wander. The villages of Gnut thus have good walls and stout gates. Merchants and travelers are advised to go armed and avoid the roads at night. There are wolves, zombies, and worse things loose in the dark.

You have come here lured by the promise of adventure and treasure. Vague rumors have reached your ears that strange things are afoot and treasure has been found in the Stony Brow Hills, a rugged and desolate region that separates Gnut from its eastern neighbor, the Kingdom of Zilb. These hills are home to many weird ruins, remnants of a lost civilization that predates the rise of Thrang. Some of these ruins may hold ancient treasures. Vague, partially formed, hints have trickled southward down the coast road and reached your ears, something about a mystery in the hills and the possibility of loot.

We begin with you heading northward on route to Null’s Harbor, a port town on the Western Sea and Gnut’s principle settlement. You are several hours from your destination. It is mid afternoon and a steady drizzle falls from the nickel grey sky overhead. It is April, the cruelest month. Pray that it not be for you.

Wednesday, March 10, 2010

Session 1 - The Fallen Lands (RSVP ASAP)

Date: Friday, March 19 2010
Start Time: 7PM
Location: DM's Home.

*Please RSVP in the comments as soon as you can. If you need an address or directions, let the dm know in the comments as well.


It looks like we are going to freeze the dramatic fight between "The Eight" and the goblins (and other?) inhabitants of Giantscrag and start our next round of Eime campaign sessions in medias res when we return to the Island.

Our next session, then, will be devoted solely to starting our next campaign in Ironbeard's "Fallen Lands" setting. In the coming days perhaps our dm can post and/or send any campaign-related information to the players?

Finally, it would be great if all the regular players in the group weigh in on the comments about their availability on this new date...I know many of you have responded negatively to the 3/20 date, but let's try to get a March session going before we slip into April.

Sunday, March 7, 2010

Next Session & Comment Test

Date: Saturday, March 20 2010
Start Time: 6PM
Location: TBD

We've been having a fairly serious comment problem of late that threatens to make the Blog a bit useless compared to other media for organizing the monthly sessions of our group. I've followed just about every help suggestion that seems relevant via Blogger/Google so I would ask that all who read this drop a quick comment so I can help determine if the problem has been solved or at least minimized.

Those in the group who still find themselves unable to comment, please send me an email.