Author: Caethial

 

Session 3: An Advisor’s Call

After the party cleaned up the attacking creatures, the Vorokai Darklings, the small fey creatures created in ages past as spies and assassins, they were summoned back up stairs to Prince Fargrim Brazziks study once more, to find the smoldering aftereffects of a fire bolt, and the oily smear of another darkling, who had attacked the prince with a "dagger of venom", laced with black vein poison while the party was downstairs.

Adviser Rhizzad carries the prince to his stateroom, and Athanon heals him, though not fully, but stemming the damage from the poison, and stopping it from progressing. The Adviser informs the party that he will perform a scrying ritual to locate the abducted princess, and that the consequences for doing so are fairly harsh. He finds that the princess is being taken, unconscious, to the home of Council rival, Samuel Etrari, and that Home-guard Talisen is with her. As the party leaves to pursue them, Rhizzad slips the dagger into the rear of the belt of the half-ling, Tawna, unknowingly.

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The party arrives at the Councillors home on the other side of the Aerie ward of the city, and discovers it nearly abandoned, with two guards outside, one of which is dead, the other on deaths door. Tawna and Hemingar begin to infiltrate the premises, while "Brothers" Nordred and Athanon kick in the front door. The home is empty, though Nairb, wild shaped into a horse, discovers that the princess Amberle and Talisen are indeed here, though where is unknown. The search the empty home, locating a locked door, containing the seemingly enshrined room of the presumed deceased father of Samuel Etrari, William, a renowned Alchemist and former invitee to the Aerie Council.

Upon searching the entire house, Nairb locates a secret entrance to a subterranean level, while Nordred runs outside to attract the attention of the "local authorities" and the party descends into the darkness. Finding a small room with a fountain, and Tawna notices that the door on the far side of the room closes slowly as she enters the room. 

Quietly, the party begins to search the room, though Nairb decides to play in the fountain, wild shaped as a wolf. Tawna and Hemingar search a northern hallway where they locate a pit trap obscured by a thick layer of fog and mist, while Nairb's frolicking attracts the attention of the guards who were posted in the next room, along with a Vorokai Bane Zombie, which was present with them.

Defeating the Zombie and one of the guards, and knocking out a third, Hemingar talks with one the remaining conscious guard, which he had used the spell friends on, to discover that the guards who were found dead and dying were "traitors" to the house, and that the guards down here are in fact guarding the estate, along with that according to him, Lord William Etrari is not dead, but in fact alive, and that the Vorokai Bane Zombies are some of his "experiments with Alchemy". 

While the party was engaged, Tawna was exploring a small crypt she located at the back of the trapped hallway, and in doing so, awoke a second zombie, which attacked her, and chased her into the hallway where she tricked it into falling into the pit trap.

Continuing on, the party locked the remaining guard in the guardhouse, and proceeded to locate an Armory, and a prison with a woman and her two children, whom William had apparently been experimenting on. Nairb stayed with the small family to tend to their condition and give them some additional food and water, while the rest of the party continued into a natural cavern. 

In the cavern, while crossing a bridge, Nordred was attacked by a Nothic, nearly killing him. Once dispatched, Athanon found a beautiful silver sheath, while Hemingar located the Long sword "Talon", in the chasm that the Nothic was using as a lair. The party pushed forward, after healing Nordred a bit, and located two more rooms, quietly peeking into one, Tawna found 4 more guards, apparently drunk, and playing cards around a table, with the fourth throwing a dagger at a dart board. Backing out of that room, they opened the door across the hall to find an alchemists workshop, full of apparatus and bubbling liquids, and a monkey like creature that they saw perched on the shoulder of William Etrari in the portrait in his locked and enshrined bedroom.

Session 1: Commencement

Six students from the El'Thenar Academy, with varying studies from the Arcane to Divine, Martial and Mercenary are brought together by the Dean of the Academy to undergo a secret mission in the warring south of the continent. A mission that if failed, could mean the supremacy for the invading Sus'Ket orc Empire.

Making their way south along the western side of Imuskar, towards the Tamarian Woodland kingdom, the group noticed smoke, coming from approximately the same locations they had been camping each night. Eventually, the pursuers caught up with them, led by a white Sus'Ket orc, the group was attacked by night, though the attackers were relatively easily defeated. 

The next morning, the party continued on to the South and East, finding the small riverside town of Rivertown, there, they met a dwarf named Theren, who agreed act as a guide, for a price, leading the group to their destination of Forduin, and their contact, Talia Thunderhammer. Theren lead the group onto the river, which they followed for some time, before disembarking and entering a mountain pass.

What they thought was an attack by some Trogladytes, in fact turned out to be the creatures fleeing from a large, half Ogre / half Giant Scorpion. The group managed to defeat it, without to much trouble and continued on to the outskirts of Forduin.

Session 2: Cullpeppers Fate (Part 2) and meeting with the Prince.

The party spent the night in the goblin caves, searching the area for the crates of firearms, which they found along with a quiver of magical arrows and a moon-touched longsword. Continuing on deeper into the cave, they discovered the remaining goblins which Hemingar had located earlier, and spent several minutes dispatching them without to much trouble. Basil worked on a pulley system to move the crates, while Nairb, Tawna, Nordred and Athanon went to get one of the wagons from the original goblin ambush. Nairb wild shaped into an Ox to pull the cart all the way back to the city, where they delivered the crates of firearms back to Cullpepper and collect their reward.

Nordred and Athanon worked on building a blunderbuss while the remainder of the group went out to either acquire new equipment or visit one of the local temples to gather some information. 

Upon returning to the Duram Draught Tavern for the night, they were greeted by one of the Homeguard named Talisen, the Ruling Councils personal guard, and escorted to the home of Merchant Prince Fargrim Brazzik, the current ruler of the Aerie Council, upon request of Adviser Rhizzad, the princes Elven adviser.

Reaching the Prince's home, they were led into the upstairs study, where the adviser and prince explained the situation. 

Cullpepper had nearly immediately informed the Prince of the situation with the Goblins, and of the work that the party did to regain his stolen equipment, and suggested that if his friend was having some issues of his own, that they may be a good place to look for additional security.

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The Prince informed the group on not one, but two issues which came up while they were out dealing with the goblins. Firstly, that one of the Homeguard had attempted to kidnap his daughter, Amberle Brazzik, for unknown reasons, and Second, that while he was doing so, there was an attempt on her life by some strange unknown creatures. 

While they group was getting this information however, the prince's home was being infiltrated by those same creatures. The princes, having been briefly attacked, locked herself in her room, while the other Homeguard  attempted to get her to saftey, and secure the house, they however failed, and were not seen again. The party rushed into the hallway, encountering several of the small oily black creatures they would later discover to be called Vorokai Darklings, and went to battle, defeating the four that had managed their way upstairs, disguised as some of the Homeguard, and discovering that the princess had fled from the home, and then defeating the other four which had remained downstairs.

The group now has a decision to make, do they rush after the young Dwarven princess, securing House Brazzik's station as Merchant Prince and head of the Council, do they search for the source of the Vorokai Darklings, these strange fabled creatures seemingly out of nightmares, or simply go on their way, avoiding the conflict and living their lives as normal.

Session 1: Cullpepper’s Fate, Stolen Shipments

In the year 830 IY, War erupts on the Kehler end of the Greater Faraspa Trail. The conflict began as a fight between powerful mages over a newly reopened Elven portal site, but quickly expanded into a full war between the Grand Duchy of Silverwater and Pine March. The ruler of Pine March, Queen Anmara Loren, began using undead allies and dabbling with Vorokhoi cultists in a search for a military edge. As a result of this, the Principality of Duram entered the war on the side of Silverwater. The two countries hoped to end the war quickly, before the Ascendant Kehler Empire uses Queen Anmara’s vile and dangerous allies as an excuse to declare a crusade and extend Imperial territory further into the region than ever before.

The Principality of Duram

On the 10th day of the 3rd month, on the Northern side of Duram, in the city which holds the same name, 7 adventurers randomly meet in the Duram’s Draught tavern, one of the finest taverns in the residential ward of the city. Greeted by the old gnomish engineer, Maeyln Garrick, the adventurers are offered what seems like a large amount of gold in order to retrieve some stolen property from an unknown party. They meet with the one paying them, Lord Wilfred Cullpepper, owner of the weapons shop, Cullpeppers Fate, and manufacturer of “the finest firearms in the Kehler lands. Cullpepper offers the party 100 gp a piece up front, and another 250 gp each upon receipt of the stolen shipment of firearms. The wealthy nobleman even offers to pay for resurrection services in the event that some of the party does not survive the ordeal, not knowing exactly what they are dealing with.

The newly formed party accepts the contract, and is put up in the tavern where they accepted the job. Departing in the morning, they find there way approximately 25 miles south, where they locate the site of the ambushed caravan. One cart appears to have had the gunpowder barrel that it was carrying ignited, and it was blown apart, the other two housed hidden goblins, one of which attacked the human tempest cleric Basil Blackburn, before being killed by the party. Nairb Lledroc, the elven druid, wild shaped into a badger, and approached the second cart, and was attacked by a second goblin, as he did so, the party moved forward to engage, when a hobgoblin rushed out of the forest to try to ambush this new party. It and the second goblin were both dispatched, and the party began searching for clues as to which way the ambushers companions might have taken the stolen crates of firearms in. Nairb and Tawna Tealeaf, the halfling rogue, discovered that the Goblins had come from the west, and that they were heading east along the stream, which led north into a cliff side cavern.

Athenon Ruttcutter, the human cleric, approached the cave, and noticed two sleeping goblins in a copse of trees, he and Basil dispatched them, as Merlin, the Dragonborn Ranger approached the mouth of the cave. Tawna explored the entrance of the cave, noticing a small side cavern, and saw two wolves stalking about. Merlin, entered the cave to see if she could pick one off, but was caught off guard as one charged her. Nairb wild shaped into a Boar, and the party proceeded to get locked into the mouth of the cave until Nordred Ruttcutter, the dwarven ranger, pulled her back, allowing the rest of the group to kill the wolves.

The party proceeded carefully into the cave, with Tawna scouting ahead, Nairb taking up guard on the outside of the cave, and Hemingar, the parties half orc bard, climbing up a small ledge about 20 feet up on the western wall. There, he found several goblins, seemingly unaware or uninterested in his presence, and managed to capture one, which he brought back to the party to interrogate. After several bumps on the head, and Nordred unsuccessfully speaking with the goblin, it screamed a warning, and was summarily killed.

The party continued on, encountering more goblins in a cave with a pond or source for the stream outside, which they easily dispatched, before moving deeper to find several goblins and a hobgoblin and his pet wolf around a fire, with a large cache of crates and boxes. They were able to defeat them, using flanking tactics, and distraction to draw them out and kill them one at a time. After that they investigated the crates, and set watches so they could get some much needed rest, as it was getting late, and the group had been traveling and fighting for the majority of the day.

Session #0: Character Creation and Setting Overview

Character Creation Rules for Aeduris Campaign.

The campaign will be starting at level 2, and will be using the creation rules found in the player handbook.

The setting is Andy’s Aeduris Campaign Setting, you don’t need to read the entire thing, its long, both he and I can help with determing where your characters are from etc.

We’ll also be experimenting with milestone experience, meaning that characters would level after significant events, or every couple of sessions to keep things moving along at a pretty even pace.

Stats are either point buy with a max of 15 points in a stat and total of 27 points, or standard array found in the players handbook, (15,14,13,12,10,8, your choice what goes where), then your racial bonuses.

Hit points can be rolled for after character creation. At the time of character creation, use the hit point max for your class at level 1 to determine your starting hit points, and then following the rules for your class for second level.

Racial options from below, with the following exceptions (No Aarakocra, Kenku, Firbolg, Taxabi, or Yuan-ti Pureblood). If you need a copy of any of these books, let me know and I will provide one.

*Due to their rarity in this setting, full blooded Elves need to be cleared with the DM, as they’re may be some stipulations, such as age and background.

Class Options from the following. If you need a copy of any of these books, let me know and I will provide one.

Backgrounds can be from anywhere, though they may need to be massaged to fit into the setting, which is fine.

You can find all the character creation documents here.

Image by Wizards of the Coast

Digital Gaming Table “DM Extension”

Finished Digital Gaming Table “DM” Extension. 1x 3/4″x34″x36″ Pine board, 1x 2″x4″ studd (for legs and supports) 2x metal brackets. Screws used 1 3/4″ wood screws, 1/2″ wood screws. 2x 2 1/2″ wood screws..

Corners cut to match the table. Staining will be done soon.

Home Game Setup

My setup for my home games, table was built by two of my players (Matt Binter and Leo Duran) and myself on New Years Eve 2016, was the best New Year’s Eve I’ve had, great friends and we’ve gotten a ton of use out of the table.

The TV is a 40″ Samsung smart TV hooked up to a Dell 27″ precision 5720 touchscreen workstation with an Intel Xeon e3-1275v6 processor, 32gb of ram and an 8gb Radeon Pro WX 7100 graphics card

See pictures from the build on Imgur here and on Tumblr here

Will update the picture here once the new Workstation section is finished, currently its sitting on an IKEA end table.

Update: Here are pictures with the New DM Screen extension

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