Wednesday, May 31, 2017

Return of the Ranger

Ference Trensal has been shadowing the party's movements for some time now, picking up their trail somewhere.

A telling line, no? To be honest, I've been pulling info from the thread to remember who Ference was, and to figure out how I thought of using him. Unfortunately, it's late, and there are thunderstorms filling the evening, so I'm putting this aside for now and shutting down my computer. 

Tuesday, May 30, 2017

Frost Battle Axe of Rain Thana

Frost Battle Axe of Rain Thana
Battle Axe, very rare (requires attunement)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Additional Attributes:

The heart of the white dragon within the axe grants advantage to the wielder against fire-based attacks. It also has the ability to cast two spells, Charm Person (level 2), and Sleet Storm (level 3). Unfortunately, the curse placed on the axe by its creators makes it vulnerable to dragon breath. If the wielder is caught in the breath weapon of a dragon, have them make a saving throw for the weapon (DC10). If the weapon fails their save, the weapon explodes in a icy burst of 3d8 cold damage.

Monday, May 29, 2017

The Legend, continued...

Once the towers were completed, and the walls strong, Rain Thana turned her attention to them. It didn’t take long to demonstrate that her abilities as a ruler and a warrior were on par with her instincts as a designer and unifier. With her united forces, she struck out after each of the four main clans opposed to her, the Dalkans, the Kirik, Ches Nakla, and the Baranik. Each of these held out against her invitations, and actively sought to thwart the production of Akar and the gathering of all clans under Rain Thana’s banner.
The Dalkans were an ancient clan of dwarves tied to a particular mountain, with extensive tunnels and complexes beneath it. They spoke often as the grandfather clan, using their ancient lineage to exert influence on the other clans. Rain Thana brought her army to the feet of Mount Dalka first. She planted her banner before its gates, and called on the elders of the clan to come join her… they refused. She called on them again to treat with her to discuss their differences… they refused. She called on them to surrender themselves to her judgement and stop opposing the unification of the dwarven clans… they refused. She returned to her troops, hosted a magnificent feast on the battlefield before the gates of her enemy, and promised them all the luxury of Dalkan halls for a greater feast on the morrow. She spoke of the energy of the gods raining down on the mountain, and the surety of their success.
In the morning, as Rain Thana meditated in isolation, storm clouds gathered over the peak and lightning peppered the upper cliffs, causing land slides and avalanches. Two hours after dawn, Rain Thana emerged from her private tent, called on the assembled forces to charge, and as the lightning cleared they crashed against the gates and pulled them down. They poured into the tunnels and crushed the Dalkan forces, overrunning the entire complex in a matter of hours, and capturing many non-combatants, who yielded willingly to the victor. Only a few of the attacking forces noticed how small the defenses against them were, realizing the Dalkan heritage was little more than just a reputation, and that they had dwindled to a small presence still bearing a big name.
Following her success with the Dalkans, Rain Thana turned to march on the combined forces of the Kirik and Ches Nakla, two allied clans that shared a river valley rich in the production of mithril. These two clans held a narrow valley high in the White Ridge Mountains at the limits of civilization. Unlike their aged cousins the Dalkans, the Kirik and Ches Nakla were still young and strong with many warriors, and prime weapons. Rain Thana again tried to approach the gates of the two clans, again getting rebuffed. Before she could deliver an ultimatum, they unleashed a secret weapon on her and her forces.
Located at the edge of the highest peaks, these two tribes enticed a white dragon to aid them in driving Rain Thana and her forces down off the mountain. The white dragon swept down over the armies and caused terrible destruction. At the end of the day, the army was still on the battlefield, but they were badly shaken. Rain Thana was livid. The two clans mocked her openly from their walls, asking where her predictive powers had gone. She responded by completely losing her temper and revealing her true powers as a high ranking wizard, bringing large portions of the mountain down on their gates and crushing many of those who laughed in the avalanche. In the morning, she met them at the gates in much calmer frame of mind. Terrified of her magical powers, and fearful of the destruction she could cause, they listened to her. She promised them she would remember their mockery, and swore that they would bow before her contrite. But first, she would travel alone with two companions into the higher peaks, seek out the white dragon they had drawn into the conflict and defeat it. Confident of the power of the dragon, they assured her they would willingly concede defeat if she returned with the dragon’s heart.
For three days, she was gone. The upper mountains trembled with the wrath of the destructive forces called into the battle. On the fourth day, silence returned, and all eyes looked to the pass leading up into the high peaks wondering who would emerge. Soon, Rain Thana strode out of the mists, with her two escorts behind carrying a large chest between them. They strode directly to the gates of the Kirik, and after opening the chest, crossed to the Ches Nakla to repeat the silent actions, then removed themselves to a high ledge between the two gates and waited. Within the hour, both gates opened, and the collected forces of both clans poured out to kneel before Rain Thana and the dragon’s heart.
She set out soon after for the home of the clan of the Baranik. The combined smiths of clans Kirik and Ches Nakla went to their forges, and weaving all of their skill together with the magic of the heart of the white dragon, created the Frost Battle Axe of Rain Thana as a symbol of their servitude and her right to supreme clan elder. The axe was imbued with great magical abilities, and according to some, a dark curse, meant to ensnare Rain Thana in her moment of triumph and ensure her demise.
The axe was presented to Rain Thana as she arrived before the valley of the Baranik. She accepted it with great humility, and proceeded to the gates only to find them in utter ruin! The Baranik, learning of the defeat of the Dalkans and the subjugation of the Kirik and Ches Nakla, chose to seal themselves off completely from the outside world, and brought their access tunnels and gates down around them. It was rumored long afterward that they delved into pockets of the underdark and gave themselves over to life within that twisted world, although others said they opened new tunnels to the light in the years following, and continued their opposition and defiance of Rain Thana and the city of Akar even into modern times.
Rain Thana returned in triumph to Akar, and lived many more years as ruler over the united clans of the dwarves, never needing to wield the axe given to her in its defense. After many generations, the dwarven city fell into decline, and the fractious clan divisions arose again, driving them apart, and most of them back underground to their mines. The city of Akar fell off many maps, and disappeared into legend with the axe of the legendary Rain Thana.

The Legend of Rain Thana

Deep in the high peaks of White Ridge Mountains rising to the east of Aron's Bowl, a race of dwarves emerged from their ancestral homes in the heart of the mountains and created a remarkable city called Akar. The leader of the clan was a powerful warrior named Rain Thana. She was known for being touched, and gifted with a foresight that led her to many victories.
Tired of the millennia underground, her second sight showed her towering spires of white marble laced with gold filigree. She understood the timing was right for her people to emerge from their mines, build a glorious city to the gods, and draw all the clans of the high peaks together into one nation. Over many long years, her clan-folk toiled, attracting many to join them until the stronghold, temple and walled court were completed. As the years passed, her ranks swelled with other clans joining the movement.
Unfortunately, many equally strong clans held to their traditional beliefs and isolation, resisting all urging to join Rain Thana at Akar.

Sunday, May 28, 2017

In the Night

During the night, one of the party (whichever the GM feels is the most connected with Everett), is visited in their sleep by Everett. Anastasia has used the Dream spell to project him into their dreams. The spell allows Everett to enter a trance-like state, and be projected into the other character's dream. Inside the dream, they are able to communicate freely as long as the character remains asleep.

Warm air rises in rippling waves across an expanse of barren rock and pooling streams of lava. The air feels cracked and hazy. The silence of the setting is overwhelmed by a pulsating pressure that carries the weight of danger and a grim threat through the very air itself.
Yet, standing in the midst of all this, you feel no actual threat, instead the anticipation of waiting. Turning to take in your whole surroundings, you sense you are inside a large cavern which seems to have no walls and no ceiling above you, not even sky. Across the room a figure solidifies out of the haze, approaching you in an oddly smooth way, almost as though gliding through the murk. As he appears before you, you recognize him as Everett, the ranger you rescued from the ruin of the watchtower in the first encounter of your adventure. He approaches with purpose, and a wry grin upon his face. He greets you warmly by name, reminding you of who he is and assuring you he has returned to you with critical information for your benefit.
He will respond to the character's questions if they have any, and allow them to interrogate him if they prefer. He intends to provide the details he has uncovered, which are sparse, but may be helpful. He can relate the details of his journey to Anastasia, and their studies, as well as their experience with the dragon cult deep in the mountains.
The most critical information he has to impart is that the cultists are more widespread than initially thought, and the small shrine you cleared out to recover the necklace was only the latest in a series of shrines, not the first. During their captivity, they learned of a major shrine located in the mountains near the volcano that was directing the activities of the cult as a whole. They have started a network of shrines running through the mountains, and begun a process of searching for and recovering artifacts of power or threat against the dragon.
The necklace is a powerful artifact created by the dragon's magic with the help of the original cult. It was a gift to allow them to spread through the world subjugating others to the will of the dragon and the cult. There was an effort in the last century to hunt down the cult and destroy it, and it was successful. The necklace disappeared from knowledge, and only in the last decade with the resurgence of the cult has it been discovered.
Everett will also reveal the details of the magic item's abilities as described in a separate entry. Unfortunately, he doesn't know much about the dragon's actual lair, other than its location within the volcano. He also couldn't find the location of the primary cultist shrine, but believes it is probable that it is within the volcano, or very close by.

Thursday, May 25, 2017

What's Going On Here?

This is a weird part of this experiment since I've completely fallen out of linear plotting. It is grating on me, but this is the final third of the adventure (or the final quarter, depending on how the acts fall in your mind), and it feels critical to know what has happened, and to be clear about how this last stage develops. I've been trying to review what I've done, and see what loose ends and plot holes I can tie up or fill in before moving forward.
But I've struggled with that element, and continued to put pieces forward. That puts me here, backtracking and resetting the story. Specifically, the interview with the githzerai monk needs to come after the dream, so the characters have information bubbling in their head that they want answers to. Then, they can approach the otherworldly monk for divination that will probably leave their heads bubbling more with less clarity than ever. The point there is to foreshadow elements of the dragon lair in a way that won't make sense until they are in the lair itself.
But without the backstory info, they won't be able to ask enough questions to create the cryptic picture. I also think the other backstory element of the battle axe also needs to be fleshed out and included before the encounter with the monk for the same reason.
Against all of this, I'm trying to jump start a stalled Roll20 game, and play in another table game. Balancing all of these is a challenge. I watched a YouTube video recently that mentioned that one aspect of being a GM is always thinking of the games... this is definitely the case, but it isn't any easy mix when all of them are at a particularly demanding stage. Focus is the missing element, and it can be tricky to find.
We've had a lot of physical movement interfering, but that it past now, so all that remains is to stabilize a routine and begin producing content again. The danger in putting so much of this campaign off until later (the characters are first level, the dragon isn't... I'll wait until they're closer to check the encounter levels..., there's a magic item, but we'll decide what it can do later..., maybe there are two, but..., and so on), is that later has become now, and I don't remember what I had in mind. Also, instead of one issue to figure out, I have five... that all need to be figured out at the same time... that time is now... So everything goes on hold until I can know where the story actually is.
I've gotten a lot accomplished in terms of figuring out where I am, now its filling out the details of what I have with me there, and letting it inform the story ahead.
I need the backstory for the axe. Then, I need to develop the dream narrative and the encounter with the ranger chasing the axe. Then, the encounter with the githzerai monk takes place. Four points before the progress forward starts again. I challenge myself to hit those four points in quick succession.

Wednesday, May 24, 2017

Back in the Cabin

We left the party in the company of a Githzerai monk. A man of few words, he is still manages to convey a sense of welcome to each character without isolating them in any way. There is a clear sense about him that he expects to be questioned, and intends to answer, but at no time does he volunteer to do so. He is content to wait for the characters to proffer their own inquiries.
As mentioned in the original post, his responses, when they come, are often vague and mysterious, occasionally sideways to the intent of the question as asked. In his mind, there is a connection, and he has chosen to answer in the most relevant fashion to what he feels he heard, to what he believes they thought to ask. Below are some sample responses to possible topics.
The Swamp: "It is a murky road that leads to nowhere." The swamp is a barrier to reaching the volcano and the dragon lair, but the path into it that the party is following leads to the Slaad village, not the lair. Once they reach the village, they will need to find their own way out of the swamp to the lair.
The Dragon: "I hear the wind howling in fury, but the way is clouded... smoke covers my eyes."
The Necklace: "A touch can be deadly, beware the snapping jaws."
The Axe: "In the night a tree falls, in daylight the stars shine."
(I'll try to add some more soon)