All things must come to the end, and such is the case with the weekly summaries of the Dungeons & Dragons games I run at a local hobby shop called the Devil's Bench. If you aren't already aware of these two games, you can follow this link to Once Upon a Tabletop on YouTube or jump to the brief summary I wrote when I switched from video to blog to explore the story of Colonial Caerdia: Lark's Landing, and/or go over here to read the tale of Colonial Caerdia: Blossom Fall.
While I've enjoyed retelling these stories over the past year and a half, I've found that it takes up a large amount of my time every week - in fact, it reached a point where I was spending more time writing up the recaps for the games than I spent actually planning the games. So, though it saddens me that I'll no longer have a continuous record of the events in the games, I've decided that my time could be better spent elsewhere.
That said, the games will still be continuing, so perhaps I might periodically throw up a more concise summery of what has occurred in the story. We'll see what happens.
In the meantime, to fill the gap in your D&D entertainment, I offer you this new filmed D&D game that's also being put on by the Devil's Bench. For now, it's just a pilot, but it goes well, who knows what it could become? Either way, it's certainly something fun to watch.
Showing posts with label blossom fall. Show all posts
Showing posts with label blossom fall. Show all posts
Thursday, June 27, 2019
Sunday, June 23, 2019
Blossom Fall, Episode 22
Colonial Caerdia: Blossom Fall is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't already familiar with this series, you can find the beginning over here.
You can find the previous episode here.
24th of Waning Spring, 0 AL
When last we left our heroes, they were split up, and Vala had just opened a door into a room containing a dozen goblins. She now hopefully mentions the name "Gyaka", hoping that the goblins might lead her to the goblin who stole her money, but she doesn't stick around to hear the answer. She runs back the way she came and, seeing Jojen, Flint, and Luna coming down the hall to her right, dashes towards them, yelling at the top of her lungs about goblins.
Vala's cries bring I'Un and John bursting out into the hall as well, and I'Un kicks open the door across the hall that leads to the courtyard, finding it overgrown and with a chasm cutting through it. While the yelling has caught the attention of Vala's friends, it also brings goblins out of come of the rooms along the side of the hall, even as the ones chasing Vala show up, shooting arrows at her. Flint cleverly casts a spell that makes it too dangerous for the chasing goblins to follow up the hall, allowing the group to kill off the goblins from the rooms and to pick off some of those that are chasing.
The battle seems to be going well, until more goblins show up from in the courtyard and knock Flint out, making his spell vanish. I'Un and Vala rush to hold off the goblins chasing Vala while the others painstakingly work to save Flint and slay the new goblins. They manage to kill all the goblins but one, which runs off into the courtyard. As everyone regroups, they can hear it off in the distance, yelling.
The group has a debate - stay and rest, or leave? Half want to stay, the other half want to leave, and they eventually decide to leave - but I'Un insists they leave through the secret passage he's sure is in the library. However, as he and John sneak ahead of the others, they hear a lot of goblins coming from around the corner. They run back to the group and Jojen guides them all into one of the small rooms off the side of the hall, closes the door, and casts an illusion to make the door look like part of the wall.
They huddle down and wait... They hear the goblins go rushing past, then, after some time, some of them come back. They hear doors opening and closing, then... silence. Jojen volunteers to stay awake for the next eight hours so he can keep the illusion up while everyone else gets some rest. However, after four hours, the door is opened by a goblin. Jojen quickly crams the creature an instructs it to inform its fellows that everything is fine and there's no one in this room, then wakes everyone else to get them to leave.
There is once again an argument about the path of exit. I'Un tries very hard to get them to go for the secret passage, but the front door seems safer to the others, so they head that way - seeing the goblin Jojen sent off disappear around the corner. Jojen and John sneak ahead to the end of the hall where John hears the goblin speaking to other goblins near the entrance, telling them about how it found a room behind a door that looked like a wall, but it was okay because there was no one there. Suddenly, the secret passage in the library sounds like a much better idea.
They rush that way, luckily avoiding the eyes of goblins, and shut themselves in the room. I'Un rushes to the statue where he went through a secret passage in his home temple and... it's a different statue. His attempts to open it are unsuccessful. As Jojen is getting frustrated, I'Un and Vala search for some way out - and Vala discovers that I'Un's statue did indeed have a secret passage, but it has a different latch. They rush inside and down into the tunnel, almost forgetting to close the statue behind them.
After following along the tunnel for a while, it opens out into a chasm - seemingly the same one running through the rest of the temple. They can see the tunnel continuing on the far side of the chasm. Frustrated, but feeling they're safe enough for now, they settle down to get the rest they need.
It's getting well into the night by the time they're ready to go again. They begin making plans for making their escape from the temple.
And that's the end of this week's game session. While the game is continuing on, this is also where the recaps of the game will be ending. To read more about it, you continue to this blog post.
You can find the previous episode here.
24th of Waning Spring, 0 AL
When last we left our heroes, they were split up, and Vala had just opened a door into a room containing a dozen goblins. She now hopefully mentions the name "Gyaka", hoping that the goblins might lead her to the goblin who stole her money, but she doesn't stick around to hear the answer. She runs back the way she came and, seeing Jojen, Flint, and Luna coming down the hall to her right, dashes towards them, yelling at the top of her lungs about goblins.
Vala's cries bring I'Un and John bursting out into the hall as well, and I'Un kicks open the door across the hall that leads to the courtyard, finding it overgrown and with a chasm cutting through it. While the yelling has caught the attention of Vala's friends, it also brings goblins out of come of the rooms along the side of the hall, even as the ones chasing Vala show up, shooting arrows at her. Flint cleverly casts a spell that makes it too dangerous for the chasing goblins to follow up the hall, allowing the group to kill off the goblins from the rooms and to pick off some of those that are chasing.
The battle seems to be going well, until more goblins show up from in the courtyard and knock Flint out, making his spell vanish. I'Un and Vala rush to hold off the goblins chasing Vala while the others painstakingly work to save Flint and slay the new goblins. They manage to kill all the goblins but one, which runs off into the courtyard. As everyone regroups, they can hear it off in the distance, yelling.
The group has a debate - stay and rest, or leave? Half want to stay, the other half want to leave, and they eventually decide to leave - but I'Un insists they leave through the secret passage he's sure is in the library. However, as he and John sneak ahead of the others, they hear a lot of goblins coming from around the corner. They run back to the group and Jojen guides them all into one of the small rooms off the side of the hall, closes the door, and casts an illusion to make the door look like part of the wall.
They huddle down and wait... They hear the goblins go rushing past, then, after some time, some of them come back. They hear doors opening and closing, then... silence. Jojen volunteers to stay awake for the next eight hours so he can keep the illusion up while everyone else gets some rest. However, after four hours, the door is opened by a goblin. Jojen quickly crams the creature an instructs it to inform its fellows that everything is fine and there's no one in this room, then wakes everyone else to get them to leave.
There is once again an argument about the path of exit. I'Un tries very hard to get them to go for the secret passage, but the front door seems safer to the others, so they head that way - seeing the goblin Jojen sent off disappear around the corner. Jojen and John sneak ahead to the end of the hall where John hears the goblin speaking to other goblins near the entrance, telling them about how it found a room behind a door that looked like a wall, but it was okay because there was no one there. Suddenly, the secret passage in the library sounds like a much better idea.
They rush that way, luckily avoiding the eyes of goblins, and shut themselves in the room. I'Un rushes to the statue where he went through a secret passage in his home temple and... it's a different statue. His attempts to open it are unsuccessful. As Jojen is getting frustrated, I'Un and Vala search for some way out - and Vala discovers that I'Un's statue did indeed have a secret passage, but it has a different latch. They rush inside and down into the tunnel, almost forgetting to close the statue behind them.
After following along the tunnel for a while, it opens out into a chasm - seemingly the same one running through the rest of the temple. They can see the tunnel continuing on the far side of the chasm. Frustrated, but feeling they're safe enough for now, they settle down to get the rest they need.
It's getting well into the night by the time they're ready to go again. They begin making plans for making their escape from the temple.
And that's the end of this week's game session. While the game is continuing on, this is also where the recaps of the game will be ending. To read more about it, you continue to this blog post.
Saturday, June 15, 2019
Blossom Fall, Episode 21
Colonial Caerdia: Blossom Fall is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't already familiar with this series, you can find the beginning over here.
You can find the previous episode here.
23rd-24th of Waning Spring, 0 AL
Having driven off the harpies, our group of adventurers slay the big slime thing that really seems to want to eat Flint. It leaves behind a pile of bones and detritus, but I'Un and Vala, fighting over what treasure they may find, don't manage to find anything interesting. The group gets back up on the stairs and continue the climb as it twists and turns up into the mountains. Then the stairs stop...
They look around for any signs of the path continuing on, but find nothing - though Jojen spots something flashing higher up to the south east. Flint casts a spell allowing him to speak with animals and finds a squirrel that, when asked about a cave, says there's one to the south east. So, following a trail Jojen picks out, they continue in that direction, heading for whatever is flashing. They eventually come within sight of a building that I'Un finds very familiar, as it looks much like the home he grew up in. However, it's late, so they bed down for the night.
In the morning, they continue on. Vala and John scout ahead, discovering a crude hide flag sewn with metal discs flapping above the archway of the outer courtyard. They're about to start scouting around the outside of the building when they're called back to the others. Flint is going to try to talk to an animal to make scouting safer. However, before he finishes casting the spell, a group of five goblins comes out of the temple, spots them, and turn to rush back inside.
The group charges after them, not wanting them to escape and alert other goblins to their presence. I'Un and John are the fastest, and they manage to catch up to the goblins and kill them as they're getting into the main building. The others arrive, panting, and they take a breather to determine what to do next. I'Un begins to note a number of subtle differences to his temple; some of the statues are different, there's a giant chasm running through the middle of the grand dojo, and there's a plaque on the outside claiming that the temple is full of heretics that the first Emperor of Drovinaar has said are okay so long as they keep their religion inside their own walls. At Jojen's request, Flint is able to determine that the plaque is around 3000 years old.
They continue into the temple, following I'Un's memory - as it does appear to have the same layout as the temple he grew up in. They move cautiously into the training room, keeping their eyes open for goblins, but they don't see any. Under I'Un's direction, they find their way to the library, which Jojen, John, and Luna are left to search while the rest follow I'Un to the grandmaster's office.
A search of the library finds no books, but in the desk drawer they find a broken clay tablet with writing on it. It speaks of something attacking and someone being sent away to protect something called the Theragat which was on her back and very important to keep out of the wrong hands, and would need someone to collect it when it when it returns to liquid form upon her death. Not fully understanding this, but guessing it's important, they carefully wrap it up and bring it down the hall to the rest of the group in the grandmaster's office.
As they arrive, they find Vala holding another clay tablet, with I'Un looking at it - but as they enter, Vala drops it in response to I'Un saying it was too dangerous to let the others see it. However, I'Un needs the information on it - which speaks of something he's never heard of before called the Theragat which has locked something away, but has images and text that makes him believe it is talking about the tattoo on his back and how to manipulate and move it. The nimble monk catches it as it's about to hit the floor and hugs it to his chest, keeping the others from seeing it - though Vala, having seen the tattoo before, has been able to connect the image on the tablet to the tattoo.
Jojen, John, and Luna share the information on the tablet they found, but Jojen and John are quite irked when I'Un insists the contents of his tablet are too dangerous for him to share. John calls Jojen out into the hall, and they make a plan to steal the tablet while I'Un is sleeping if they have to. But first they attempt and fail to get information out of Vala, and make another attempt to convince I'Un to share the information. When the monk still refuses, Jojen turns to leave, saying he's returning to the settlement, but Flint casts a spell on the room bringing emotions back to a reasonable level and convinces everyone to talk it out. They don't really progress much further, and Vala gets bored and wanders off to check a couple of the nearby rooms - returning after finding one with a sleeping goblin she killed.
Since Vala is interested in finding treasure, I'Un leads him and John back to the storage room off the training hall, while Jojen stays behind with Flint and Luna to do a thorough search of the grandmaster's room, turning up nothing before following. In the storage room, the only useful looking item they find looks like some kind of silk dress that appears to be magical. They flip a coin for who gets it, and John wins. He sits down to identify its properties with I'Un, while Vala, bored once again, wanders off into the training hall. Finding nothing interesting, she opens a door to one of the smaller training dojos, finding a group of goblins inside.
And that's where this week's game session ends. Check back in next week to find out what happens in Episode 22.
You can find the previous episode here.
23rd-24th of Waning Spring, 0 AL
Having driven off the harpies, our group of adventurers slay the big slime thing that really seems to want to eat Flint. It leaves behind a pile of bones and detritus, but I'Un and Vala, fighting over what treasure they may find, don't manage to find anything interesting. The group gets back up on the stairs and continue the climb as it twists and turns up into the mountains. Then the stairs stop...
They look around for any signs of the path continuing on, but find nothing - though Jojen spots something flashing higher up to the south east. Flint casts a spell allowing him to speak with animals and finds a squirrel that, when asked about a cave, says there's one to the south east. So, following a trail Jojen picks out, they continue in that direction, heading for whatever is flashing. They eventually come within sight of a building that I'Un finds very familiar, as it looks much like the home he grew up in. However, it's late, so they bed down for the night.
In the morning, they continue on. Vala and John scout ahead, discovering a crude hide flag sewn with metal discs flapping above the archway of the outer courtyard. They're about to start scouting around the outside of the building when they're called back to the others. Flint is going to try to talk to an animal to make scouting safer. However, before he finishes casting the spell, a group of five goblins comes out of the temple, spots them, and turn to rush back inside.
The group charges after them, not wanting them to escape and alert other goblins to their presence. I'Un and John are the fastest, and they manage to catch up to the goblins and kill them as they're getting into the main building. The others arrive, panting, and they take a breather to determine what to do next. I'Un begins to note a number of subtle differences to his temple; some of the statues are different, there's a giant chasm running through the middle of the grand dojo, and there's a plaque on the outside claiming that the temple is full of heretics that the first Emperor of Drovinaar has said are okay so long as they keep their religion inside their own walls. At Jojen's request, Flint is able to determine that the plaque is around 3000 years old.
They continue into the temple, following I'Un's memory - as it does appear to have the same layout as the temple he grew up in. They move cautiously into the training room, keeping their eyes open for goblins, but they don't see any. Under I'Un's direction, they find their way to the library, which Jojen, John, and Luna are left to search while the rest follow I'Un to the grandmaster's office.
A search of the library finds no books, but in the desk drawer they find a broken clay tablet with writing on it. It speaks of something attacking and someone being sent away to protect something called the Theragat which was on her back and very important to keep out of the wrong hands, and would need someone to collect it when it when it returns to liquid form upon her death. Not fully understanding this, but guessing it's important, they carefully wrap it up and bring it down the hall to the rest of the group in the grandmaster's office.
As they arrive, they find Vala holding another clay tablet, with I'Un looking at it - but as they enter, Vala drops it in response to I'Un saying it was too dangerous to let the others see it. However, I'Un needs the information on it - which speaks of something he's never heard of before called the Theragat which has locked something away, but has images and text that makes him believe it is talking about the tattoo on his back and how to manipulate and move it. The nimble monk catches it as it's about to hit the floor and hugs it to his chest, keeping the others from seeing it - though Vala, having seen the tattoo before, has been able to connect the image on the tablet to the tattoo.
Jojen, John, and Luna share the information on the tablet they found, but Jojen and John are quite irked when I'Un insists the contents of his tablet are too dangerous for him to share. John calls Jojen out into the hall, and they make a plan to steal the tablet while I'Un is sleeping if they have to. But first they attempt and fail to get information out of Vala, and make another attempt to convince I'Un to share the information. When the monk still refuses, Jojen turns to leave, saying he's returning to the settlement, but Flint casts a spell on the room bringing emotions back to a reasonable level and convinces everyone to talk it out. They don't really progress much further, and Vala gets bored and wanders off to check a couple of the nearby rooms - returning after finding one with a sleeping goblin she killed.
Since Vala is interested in finding treasure, I'Un leads him and John back to the storage room off the training hall, while Jojen stays behind with Flint and Luna to do a thorough search of the grandmaster's room, turning up nothing before following. In the storage room, the only useful looking item they find looks like some kind of silk dress that appears to be magical. They flip a coin for who gets it, and John wins. He sits down to identify its properties with I'Un, while Vala, bored once again, wanders off into the training hall. Finding nothing interesting, she opens a door to one of the smaller training dojos, finding a group of goblins inside.
And that's where this week's game session ends. Check back in next week to find out what happens in Episode 22.
Saturday, June 08, 2019
Blossom Fall, Episode 20
Colonial Caerdia: Blossom Fall is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't already familiar with this series, you can find the beginning over here.
You can find the previous episode here.
17th-23rd of Waning Spring, 0 AL
Our group of adventurers are looking like they are ready to spend some time at their settlement, with a number of them helping out. Then I'Un talks to a number of them, proposing the idea that they could make themselves a cart that will allow them to transport more of what they find while out exploring. The others seem to like this idea, but none of them have carpentry skills, and there's some debate about how the cart will be moved - and it's also debatable if it will be of any use at all without roads cut through the forest.
I'Un and Jojen seek out Jojen's friend Woo-die, wondering if he's able to help with the cart, but the hairy orc is still only shaky on his carpentry skills. He and Silence have shifted their work from the now completed temple to a house for Lord Krandig.
John and Luna make their way out to the farmlands, hoping to secure a beast of burden, and are disappointed when the farmers inform them that the production of food for the entire settlement is more important than helping a handful of people carry treasure, and none of the animals can be spared. However, while there, they meet a very dirty dwarf named Flint. Remembering that they found a book that might be written in dwarvish, they bring him back to meet the others at the tavern.
Flint skims through the book, explaining that it seems to be a record of crimes, complains, and arrests an a village called Egnehst. However, the last pages talk about refugees coming in, claiming to have been driven from their homes by hordes of monsters. The final entry talks about such a horde being spotted descending on Egnehst, and a decision being made to seal the tunnels. Wondering if there may be people to rescue, Jojen examines the text and determines that it was written around 2000 years ago.
They turn their attention back to the words, and get Flint to read them some of the end, and find something that catches I'Un's attention - mention of someone coming to the village from the Temple of the Redeeming Fist up on the mountain. That is the name of I'Un's, back on the continent they came from, but he never heard of there being another one. They decide that this is where they're going, and invite Flint to join them.
The next day, the six head out. They follow the river out to the plains and past the ruined stone village to the base of the mountains, where they find the river being fed by a waterfall. Looking around, they manage to find some ancient and worn steps leading up the side of the mountain. They follow these until they reach a point where the waterfall has worn away all but a narrow ledge of the stairs - and some shadowy, bird-like creature on the far side that begins to sing in a voice so charming that some of them care about nothing other than getting to her. The rest are instantly on guard.
Some of them make their way past the waterfall to attack what turns out to be a harpy, however Flint falls down onto something squishy in the river that begins trying to absorb him into its body. Then three more harpies come down from above, joining in the cliff-side battle. In spite of difficulties, three of the harpies are killed and the fourth flies away. Down below, Flint has managed to escape from the giant jelly cube that is intent on eating him by scrambling up the cliff face to rejoin his friens on the stairs.
And that brings this week's game session to a close. Come back in another week to find out what happens in Episode 21.
You can find the previous episode here.
17th-23rd of Waning Spring, 0 AL
Our group of adventurers are looking like they are ready to spend some time at their settlement, with a number of them helping out. Then I'Un talks to a number of them, proposing the idea that they could make themselves a cart that will allow them to transport more of what they find while out exploring. The others seem to like this idea, but none of them have carpentry skills, and there's some debate about how the cart will be moved - and it's also debatable if it will be of any use at all without roads cut through the forest.
I'Un and Jojen seek out Jojen's friend Woo-die, wondering if he's able to help with the cart, but the hairy orc is still only shaky on his carpentry skills. He and Silence have shifted their work from the now completed temple to a house for Lord Krandig.
John and Luna make their way out to the farmlands, hoping to secure a beast of burden, and are disappointed when the farmers inform them that the production of food for the entire settlement is more important than helping a handful of people carry treasure, and none of the animals can be spared. However, while there, they meet a very dirty dwarf named Flint. Remembering that they found a book that might be written in dwarvish, they bring him back to meet the others at the tavern.
Flint skims through the book, explaining that it seems to be a record of crimes, complains, and arrests an a village called Egnehst. However, the last pages talk about refugees coming in, claiming to have been driven from their homes by hordes of monsters. The final entry talks about such a horde being spotted descending on Egnehst, and a decision being made to seal the tunnels. Wondering if there may be people to rescue, Jojen examines the text and determines that it was written around 2000 years ago.
They turn their attention back to the words, and get Flint to read them some of the end, and find something that catches I'Un's attention - mention of someone coming to the village from the Temple of the Redeeming Fist up on the mountain. That is the name of I'Un's, back on the continent they came from, but he never heard of there being another one. They decide that this is where they're going, and invite Flint to join them.
The next day, the six head out. They follow the river out to the plains and past the ruined stone village to the base of the mountains, where they find the river being fed by a waterfall. Looking around, they manage to find some ancient and worn steps leading up the side of the mountain. They follow these until they reach a point where the waterfall has worn away all but a narrow ledge of the stairs - and some shadowy, bird-like creature on the far side that begins to sing in a voice so charming that some of them care about nothing other than getting to her. The rest are instantly on guard.
Some of them make their way past the waterfall to attack what turns out to be a harpy, however Flint falls down onto something squishy in the river that begins trying to absorb him into its body. Then three more harpies come down from above, joining in the cliff-side battle. In spite of difficulties, three of the harpies are killed and the fourth flies away. Down below, Flint has managed to escape from the giant jelly cube that is intent on eating him by scrambling up the cliff face to rejoin his friens on the stairs.
And that brings this week's game session to a close. Come back in another week to find out what happens in Episode 21.
Saturday, June 01, 2019
Blossom Fall, Episode 19
Colonial Caerdia: Blossom Fall is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't already familiar with this series, you can find the beginning over here.
You can find the previous episode here.
10th-17th of Waning Spring, 0 AL
Having barely survived the nighttime attack on them, our group of adventurers are determined to get through the rest on the night unscathed. John carefully leads the way up into the half-collapsed stone hut up the ladder and determines that there are no more enemies up there - and no exits other than the hatch in the floor. The others follow and they bed down, managing to complete their rest with no further complications.
After they wake up, they make their way back down to the lower areas and I'Un nearly dies from the mold spores as they pass through the mold-filled room. They spend some time considering ways to get into the flooded lower levels, but eventually decide it isn't worth the trouble and they head back to the settlement.
On the second day out, as they are following the river across the plains, they hear a lion roar from up in the air. Within moments, they are set upon by a chimera. After the beast's dragon head breathes fire on them, they seek refuge in the shallows of the river while fighting it. They take a decent beating, but eventually the beast is brought down by John. They hack various parts off the chimera and finish the journey home, arriving ton the 16th of Waning Spring.
They spend some time around the growing settlement, learning that not much has been going on since they left apart from the government being officially put together. They arrange to get some tanning done and I'Un talks to Glavel about getting a position as one of his advisers - something Glavel is willing to accept, however he points out that I'Un would no longer be able to go out on his excursions with the rest of the group since he could hardly advise if he wasn't around to do so. I'Un is surprised and disappointed by this. He goes off to ponder his religion, his goals, and his place in this world.
Vala, wanting to get her leather armor studded, goes to see Norra the blacksmith. When she discovers that the forge isn't ready yet, she tries to bully Norra into providing her with metal that doesn't exist - and finds herself carried off to see Glavel, who warns her that such behavior in the future will get her into considerable trouble.
As night falls, Jojen is looking to stir up some trouble. He uses his magic to disguise himself as John and skulks around the general shop, looking for a good place to start a fire. However, the shop's guards spot him and tell him to leave - and, when he doesn't, begin to beat him up. Jojen doesn't care, as he knows that John is set to take the blame, until one of the guards makes a comment about him being a tricky bard, and Jojen realizes that his illusion has been seen through. He calls for them to stop, explaining that he was just trying to cause some trouble for John, and says he'll be willing to go and asks them to pass on that John was lurking around. They agree to let him go, but won't blame someone who wasn't there. They add that if he leaves immediately, with no more trouble, they won't mention that he was there. Not fully believing them, Jojen wanders off out of the settlement.
The next day, Luna heads out and offers to help Norra with building the forge, while John heads out looking to help people around the settlement. Vala apologizes to Norra, and also signs up to help with the construction. Jojen finds himself at the grave of his lost love, praying for guidance.
And that brings this week's game session to an end. Check back next week to find out what happens in Episode 20.
You can find the previous episode here.
10th-17th of Waning Spring, 0 AL
Having barely survived the nighttime attack on them, our group of adventurers are determined to get through the rest on the night unscathed. John carefully leads the way up into the half-collapsed stone hut up the ladder and determines that there are no more enemies up there - and no exits other than the hatch in the floor. The others follow and they bed down, managing to complete their rest with no further complications.
After they wake up, they make their way back down to the lower areas and I'Un nearly dies from the mold spores as they pass through the mold-filled room. They spend some time considering ways to get into the flooded lower levels, but eventually decide it isn't worth the trouble and they head back to the settlement.
On the second day out, as they are following the river across the plains, they hear a lion roar from up in the air. Within moments, they are set upon by a chimera. After the beast's dragon head breathes fire on them, they seek refuge in the shallows of the river while fighting it. They take a decent beating, but eventually the beast is brought down by John. They hack various parts off the chimera and finish the journey home, arriving ton the 16th of Waning Spring.
They spend some time around the growing settlement, learning that not much has been going on since they left apart from the government being officially put together. They arrange to get some tanning done and I'Un talks to Glavel about getting a position as one of his advisers - something Glavel is willing to accept, however he points out that I'Un would no longer be able to go out on his excursions with the rest of the group since he could hardly advise if he wasn't around to do so. I'Un is surprised and disappointed by this. He goes off to ponder his religion, his goals, and his place in this world.
Vala, wanting to get her leather armor studded, goes to see Norra the blacksmith. When she discovers that the forge isn't ready yet, she tries to bully Norra into providing her with metal that doesn't exist - and finds herself carried off to see Glavel, who warns her that such behavior in the future will get her into considerable trouble.
As night falls, Jojen is looking to stir up some trouble. He uses his magic to disguise himself as John and skulks around the general shop, looking for a good place to start a fire. However, the shop's guards spot him and tell him to leave - and, when he doesn't, begin to beat him up. Jojen doesn't care, as he knows that John is set to take the blame, until one of the guards makes a comment about him being a tricky bard, and Jojen realizes that his illusion has been seen through. He calls for them to stop, explaining that he was just trying to cause some trouble for John, and says he'll be willing to go and asks them to pass on that John was lurking around. They agree to let him go, but won't blame someone who wasn't there. They add that if he leaves immediately, with no more trouble, they won't mention that he was there. Not fully believing them, Jojen wanders off out of the settlement.
The next day, Luna heads out and offers to help Norra with building the forge, while John heads out looking to help people around the settlement. Vala apologizes to Norra, and also signs up to help with the construction. Jojen finds himself at the grave of his lost love, praying for guidance.
And that brings this week's game session to an end. Check back next week to find out what happens in Episode 20.
Friday, May 24, 2019
Blossom Fall, Episode 18
Colonial Caerdia: Blossom Fall is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't already familiar with this series, you can find the beginning over here.
You can find the previous episode here.
10th of Waning Spring, 0 AL
Our group of adventurers have just rescued a goblin, who introduces herself as Gyaka. Upon questioning, she tells them that she and her tribe came from the mountains and used to live in the lower regions of this place, but they flooded them when they were attacked by these strange plant creatures. As far as she knows, she's the last one left. The group decides to bring her along, and I'Un is considering taking her on as a disciple. She seems very happy to follow them, after their display of strength. However, the only shiny things she knows about were collected by her chief and are in the lower levels.
The group very much wants to go after these treasures, but Jojen convinces them that they should finish searching this level first. They proceed to do so, finding various patches of dangerous mold and a battered old wooden chest that bites back. Jojen goes off alone in a couple places, finding some silver that he pockets, as well as a magical golden ring that he keeps to himself.
They pause in their exploration to sleep and recover from some of their wounds, and wake up to find Gyaka gone. They can't find any trace of her, so they carry on. They find a room full of the dangerous mold, but, following Jojen's lead, go through anyway to access a hole on the other side, a few of them getting briefly sick. The room they find beyond the hole has a ladder going up to a trapdoor - but when John opens it, he closes it again immediately when he sees more of the plant creatures there up above. Not wanting a fight, they tie the handle of the trapdoor to the ladder with some rope and head back out, with a bit more sickness happening because of the mold.
They take a short rest by the fountain to recover from the harm of the mold while Jojen and Vala check out another set of rooms through another hole, where they find a fair amount of gold coins. Vala, who is holding all the group's money, goes to put it in her pouch - and finds the pouch missing. Jojen suggests that Gyaka may have taken it, but Vala believes John may have stolen back the coins that were stolen from him in the first place. John shows that he doesn't have the coins, which convinces Vala that the goblin was responsible, but stabs John in the foot when he proceeds to insult her about letting the money get stolen.
Frustrated, they decide that they do want a fight after all. However, the stairwell to the lower levels a flooded to the ceiling with a murky water that they decide they want nothing to do with, so they go back through the moldy room. However, they're now feeling so weak from the mold spores that infected a number of them that they want a nap before engaging the enemy. The bed down to sleep, setting watches. Unfortunately, Vala isn't paying much attention on the second watch - being distracted by her lack of wealth - and doesn't notice the rope fall as it is cut, or the plant-creatures that come silently into the room and attack everyone.
With almost the entire group groggily waking up, it is a desperate fight. They very quickly decide to retreat, but I'Un gets taken down and Jojen has to decide to save himself or save the monk - and he chooses the monk. They still begin moving towards the way out, but the tide of battle turns when Luna sends fire spraying across the creatures. Jojen, affected my spores breathed out by one of the creatures, passes out, but the rest are able to clean up the battle and Luna rushes to his side to treat his wounds and keep him from dying.
And that's this week's game session ends. Come back next week to find out what happens in Episode 19.
You can find the previous episode here.
10th of Waning Spring, 0 AL
Our group of adventurers have just rescued a goblin, who introduces herself as Gyaka. Upon questioning, she tells them that she and her tribe came from the mountains and used to live in the lower regions of this place, but they flooded them when they were attacked by these strange plant creatures. As far as she knows, she's the last one left. The group decides to bring her along, and I'Un is considering taking her on as a disciple. She seems very happy to follow them, after their display of strength. However, the only shiny things she knows about were collected by her chief and are in the lower levels.
The group very much wants to go after these treasures, but Jojen convinces them that they should finish searching this level first. They proceed to do so, finding various patches of dangerous mold and a battered old wooden chest that bites back. Jojen goes off alone in a couple places, finding some silver that he pockets, as well as a magical golden ring that he keeps to himself.
They pause in their exploration to sleep and recover from some of their wounds, and wake up to find Gyaka gone. They can't find any trace of her, so they carry on. They find a room full of the dangerous mold, but, following Jojen's lead, go through anyway to access a hole on the other side, a few of them getting briefly sick. The room they find beyond the hole has a ladder going up to a trapdoor - but when John opens it, he closes it again immediately when he sees more of the plant creatures there up above. Not wanting a fight, they tie the handle of the trapdoor to the ladder with some rope and head back out, with a bit more sickness happening because of the mold.
They take a short rest by the fountain to recover from the harm of the mold while Jojen and Vala check out another set of rooms through another hole, where they find a fair amount of gold coins. Vala, who is holding all the group's money, goes to put it in her pouch - and finds the pouch missing. Jojen suggests that Gyaka may have taken it, but Vala believes John may have stolen back the coins that were stolen from him in the first place. John shows that he doesn't have the coins, which convinces Vala that the goblin was responsible, but stabs John in the foot when he proceeds to insult her about letting the money get stolen.
Frustrated, they decide that they do want a fight after all. However, the stairwell to the lower levels a flooded to the ceiling with a murky water that they decide they want nothing to do with, so they go back through the moldy room. However, they're now feeling so weak from the mold spores that infected a number of them that they want a nap before engaging the enemy. The bed down to sleep, setting watches. Unfortunately, Vala isn't paying much attention on the second watch - being distracted by her lack of wealth - and doesn't notice the rope fall as it is cut, or the plant-creatures that come silently into the room and attack everyone.
With almost the entire group groggily waking up, it is a desperate fight. They very quickly decide to retreat, but I'Un gets taken down and Jojen has to decide to save himself or save the monk - and he chooses the monk. They still begin moving towards the way out, but the tide of battle turns when Luna sends fire spraying across the creatures. Jojen, affected my spores breathed out by one of the creatures, passes out, but the rest are able to clean up the battle and Luna rushes to his side to treat his wounds and keep him from dying.
And that's this week's game session ends. Come back next week to find out what happens in Episode 19.
Tuesday, May 21, 2019
Blossom Fall, Episode 17
Colonial Caerdia: Blossom Fall is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't already familiar with this series, you can find the beginning over here.
You can find the previous episode here.
9th-10th of Waning Spring, 0 AL
Having defeated the plant-creatures below the ruined stone-hut village, our group of adventurers sets out to explore this strange underground locale they've found themselves in. They start by following the wide corridor to the left, pausing when they come to a four-way intersection with a sputtering, scummy fountain that's leaking into a stairwell leading down. Something appears to be splashing in the fountain, but what it is can't be seen. After seeing an indent in the water with nothing in it, Luna casts a spell allowing her to see invisible things - and there is Salmon, the tiny dragon, playing in the disgusting water.
While Luna retrieves Salmon and begins fashioning a collar, the others turn their attention to the one door leading off of the intersection. After determining it isn't trapped, Jojen charges right in, with I'Un on his tail, and begins finds himself infected by some sort of mold growing in the room, which also contains a stone desk and chair. I'Un drags Jojen out, then goes back in himself, also getting infected by the mold, but he emerges with an ancient book that was in the desk - that none of them can read. Luckily, he and Jojen both kick the infection fairly quickly.
The group now splits up, with most of the group heading back the way they came to explore the other direction of this wide corridor. Jojen, however, is more interested in to one branch of the intersection that isn't collapsed, so he heads that way - with Luna following after him. They find a door, and the rest of the corridor collapsed, so turn back to join the others. As they walk, they have a heart-to-heart about why Jojen hates tieflings, and they find that Luna has many of the same issues with her own people.
They rejoin the others, who went through one door to find a room with a collapsed rubble, and are now investigating a hole in the wall further down the corridor. They all make their way through the hole, into what may have once been a bedroom. they proceed through the door, make their way down a hall, and find themselves in a room half filled with rubble and a door leading to another room beyond - where there are more of those moldy plant creatures. They fight and kill them, and take a nap in the room beyond - after I'Un finds an interesting amulet.
They then move on, returning to the wide corridor and taking the right branch at a T intersection where the way forward is blocked. They find another door, going through to find what may have once been a shop, where Vala finds a collection of strange triangular coins. They continue on, finding the next doorway blocked by a pile of rubble, and going through the next one into another shop-like place. This one doesn't appear to have any treasure in it, but there is a hole in one of the walls - from which distressed sounds are coming.
The group squeezes their way through, finding another shop-like room with four of the plant humanoids on their mold mounts attacking a goblin woman who is fending them off with a club-like walking stick. The group rushes in to help, slaughtering the mold-creatures and rescuing the goblin, who is very grateful and thanks them for their help.
And that brings an end to this week's game session. Check back in a week to learn more of this tale in Episode 18.
You can find the previous episode here.
9th-10th of Waning Spring, 0 AL
Having defeated the plant-creatures below the ruined stone-hut village, our group of adventurers sets out to explore this strange underground locale they've found themselves in. They start by following the wide corridor to the left, pausing when they come to a four-way intersection with a sputtering, scummy fountain that's leaking into a stairwell leading down. Something appears to be splashing in the fountain, but what it is can't be seen. After seeing an indent in the water with nothing in it, Luna casts a spell allowing her to see invisible things - and there is Salmon, the tiny dragon, playing in the disgusting water.
While Luna retrieves Salmon and begins fashioning a collar, the others turn their attention to the one door leading off of the intersection. After determining it isn't trapped, Jojen charges right in, with I'Un on his tail, and begins finds himself infected by some sort of mold growing in the room, which also contains a stone desk and chair. I'Un drags Jojen out, then goes back in himself, also getting infected by the mold, but he emerges with an ancient book that was in the desk - that none of them can read. Luckily, he and Jojen both kick the infection fairly quickly.
The group now splits up, with most of the group heading back the way they came to explore the other direction of this wide corridor. Jojen, however, is more interested in to one branch of the intersection that isn't collapsed, so he heads that way - with Luna following after him. They find a door, and the rest of the corridor collapsed, so turn back to join the others. As they walk, they have a heart-to-heart about why Jojen hates tieflings, and they find that Luna has many of the same issues with her own people.
They rejoin the others, who went through one door to find a room with a collapsed rubble, and are now investigating a hole in the wall further down the corridor. They all make their way through the hole, into what may have once been a bedroom. they proceed through the door, make their way down a hall, and find themselves in a room half filled with rubble and a door leading to another room beyond - where there are more of those moldy plant creatures. They fight and kill them, and take a nap in the room beyond - after I'Un finds an interesting amulet.
They then move on, returning to the wide corridor and taking the right branch at a T intersection where the way forward is blocked. They find another door, going through to find what may have once been a shop, where Vala finds a collection of strange triangular coins. They continue on, finding the next doorway blocked by a pile of rubble, and going through the next one into another shop-like place. This one doesn't appear to have any treasure in it, but there is a hole in one of the walls - from which distressed sounds are coming.
The group squeezes their way through, finding another shop-like room with four of the plant humanoids on their mold mounts attacking a goblin woman who is fending them off with a club-like walking stick. The group rushes in to help, slaughtering the mold-creatures and rescuing the goblin, who is very grateful and thanks them for their help.
And that brings an end to this week's game session. Check back in a week to learn more of this tale in Episode 18.
Sunday, May 12, 2019
Blossom Fall, Episode 16
Colonial Caerdia: Blossom Fall is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't already familiar with this series, you can find the beginning over here.
You can find the previous episode here.
9th of Waning Spring, 0 AL
Having recently tussled with gnolls, our band of adventurers - while searching for treasure - find in one of the only fully-intact stone huts that remains a hatch leading down into... somewhere. They head down into a dark, angular stone room with a door, an exit into another room, and a hallway leading up to more doors. John and Vala are interested in exploring up the hallway, but before they can get very far, Jojen and I'Un open the door, discovering a very wide corridor running to the left and right, with another door on the far side. And strange, hissing little green humanoids with animals as big green animals.
At the sight of these strangers, the creatures charge in to attack. I'Un and Jojen immediately retreat, back up the stairs to the surface, feeling that the group isn't ready for a fight. The other three, however, decide to stay and fight. Vala finds that the small plant-like creatures go down fairly easily, but is surprised when they get back up, their wounds closing. Luckily, with Luna's magic, they discover that the creatures wounds stay open if they've been burned.
Though this discovery gives them an edge, they are still carrying wounds from the last battle. When Luna goes down, they decide it's time to retreat, pulling her up the stairs with them, leaving two enemies behind. They make it out, slamming the hatch shut and putting a heavy rock atop it. Vala and John then both assault Jojen, angry that he left them to die and didn't help in the battle. I'Un had at least come to help with the retreat, and he was heavily wounded.
The group, irritable and beat-up, settle down for a good long rest that takes them into the night, during which Jojen makes a brief prayer that he be delivered from this group that so readily turns on him without any provocation whatsoever.
When they are all up an about again, Luna cries out in alarm - Salmon, the tiny dragon that hatched from her egg, is missing! The last time she saw it was before the battle. Wanting to find the little lost dragon, and interested in killing the last two of those green creatures so they can explore the region more, the group once again descends below ground.
Call though they might, there is no sign of Salmon. What's worse is that when they head out into the wide corridor, they find another group of those green creatures - and these ones have been waiting for them. They attempt to strategically funnel the creatures through the doorway, but they don't fall for it - and one of them releases a cloud of spores that poisons Vala and Luna. So, they charge into battle - luckily, this time they know to use fire and, after a tough battle, they come out victorious.
And that's where this week's game session comes to an end. Come back week to find out what happens next in Episode 17.
You can find the previous episode here.
9th of Waning Spring, 0 AL
Having recently tussled with gnolls, our band of adventurers - while searching for treasure - find in one of the only fully-intact stone huts that remains a hatch leading down into... somewhere. They head down into a dark, angular stone room with a door, an exit into another room, and a hallway leading up to more doors. John and Vala are interested in exploring up the hallway, but before they can get very far, Jojen and I'Un open the door, discovering a very wide corridor running to the left and right, with another door on the far side. And strange, hissing little green humanoids with animals as big green animals.
At the sight of these strangers, the creatures charge in to attack. I'Un and Jojen immediately retreat, back up the stairs to the surface, feeling that the group isn't ready for a fight. The other three, however, decide to stay and fight. Vala finds that the small plant-like creatures go down fairly easily, but is surprised when they get back up, their wounds closing. Luckily, with Luna's magic, they discover that the creatures wounds stay open if they've been burned.
Though this discovery gives them an edge, they are still carrying wounds from the last battle. When Luna goes down, they decide it's time to retreat, pulling her up the stairs with them, leaving two enemies behind. They make it out, slamming the hatch shut and putting a heavy rock atop it. Vala and John then both assault Jojen, angry that he left them to die and didn't help in the battle. I'Un had at least come to help with the retreat, and he was heavily wounded.
The group, irritable and beat-up, settle down for a good long rest that takes them into the night, during which Jojen makes a brief prayer that he be delivered from this group that so readily turns on him without any provocation whatsoever.
When they are all up an about again, Luna cries out in alarm - Salmon, the tiny dragon that hatched from her egg, is missing! The last time she saw it was before the battle. Wanting to find the little lost dragon, and interested in killing the last two of those green creatures so they can explore the region more, the group once again descends below ground.
Call though they might, there is no sign of Salmon. What's worse is that when they head out into the wide corridor, they find another group of those green creatures - and these ones have been waiting for them. They attempt to strategically funnel the creatures through the doorway, but they don't fall for it - and one of them releases a cloud of spores that poisons Vala and Luna. So, they charge into battle - luckily, this time they know to use fire and, after a tough battle, they come out victorious.
And that's where this week's game session comes to an end. Come back week to find out what happens next in Episode 17.
Sunday, May 05, 2019
Blossom Fall, Episode 15
Colonial Caerdia: Blossom Fall is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't already familiar with this series, you can find the beginning over here.
You can find the previous episode here.
5th-9th of Waning Spring, 0 AL
When last we left our heroes, it was Luna's birthday and her mysterious egg was hatching. The egg continues to hatch, revealing within a very tiny dragon, of a light red that is nearly pink, and with wings shaped and patterned like a butterfly. It licks Luna's hand, and she giggles in delight.
Waiting off in the woods, I'Un hears this, but through his fear of impending dragons, misinterprets what he's hearing as pain and destruction. John, however, recognizes the sounds as happy and brings the group hiding in the woods out, where they meet this strange little dragon.
After getting familiar with the little creature, as well as feeding it and eventually naming it Salmon, they decide to continue on along the river, seeking the ruined village they heard about being on the southern branch. Along the next several days, they follow the river east and cross over with the aid of magic and rope to follow the southern branch, where they find a large log spanning the river. They elect to use the log to cross onto the northern side of the river before continuing along.
As they progress, they begin to see mountains off in the distance - and then they spot a wisp of smoke in the air. John and Vala scout out ahead, finding - after four hours - a village of stone, igloo-like huts. On the other side of the river. They backtrack, regroup, re-cross the river back at the log, and arrive back at the village of the 9th of Waning Spring - spotting some strange flashes from up on the mountain as the approach.
John and Vala once again scout ahead, with John pausing at the edge of the village while Vala continues on amongst the ruined buildings, seeking the source of the smoke. She finds it - a fire in an open square, surrounded by five gnolls cooking some unidentified meat. Vala reports this back to the others and, after some debate, they sneak in, fanning out behind several buildings to surround the gnolls. They attempt to frighten the creatures with a magical roar, resulting in the gnolls spreading out to search for the source.
Vala steps out to greet them, allowing the rest of her friends to remain hidden, and battle commences. It may have gone quite well, except that I'Un targets the leader of the group and manages to get himself surrounded. As it is, they pick off the gnolls and revive the fallen I'Un. They search the gnolls, finding some strange coins and a couple of items that may be magical.
And with that, week's game session comes to an end. Check back in another week to find out what happens in Episode 16.
You can find the previous episode here.
5th-9th of Waning Spring, 0 AL
When last we left our heroes, it was Luna's birthday and her mysterious egg was hatching. The egg continues to hatch, revealing within a very tiny dragon, of a light red that is nearly pink, and with wings shaped and patterned like a butterfly. It licks Luna's hand, and she giggles in delight.
Waiting off in the woods, I'Un hears this, but through his fear of impending dragons, misinterprets what he's hearing as pain and destruction. John, however, recognizes the sounds as happy and brings the group hiding in the woods out, where they meet this strange little dragon.
After getting familiar with the little creature, as well as feeding it and eventually naming it Salmon, they decide to continue on along the river, seeking the ruined village they heard about being on the southern branch. Along the next several days, they follow the river east and cross over with the aid of magic and rope to follow the southern branch, where they find a large log spanning the river. They elect to use the log to cross onto the northern side of the river before continuing along.
As they progress, they begin to see mountains off in the distance - and then they spot a wisp of smoke in the air. John and Vala scout out ahead, finding - after four hours - a village of stone, igloo-like huts. On the other side of the river. They backtrack, regroup, re-cross the river back at the log, and arrive back at the village of the 9th of Waning Spring - spotting some strange flashes from up on the mountain as the approach.
John and Vala once again scout ahead, with John pausing at the edge of the village while Vala continues on amongst the ruined buildings, seeking the source of the smoke. She finds it - a fire in an open square, surrounded by five gnolls cooking some unidentified meat. Vala reports this back to the others and, after some debate, they sneak in, fanning out behind several buildings to surround the gnolls. They attempt to frighten the creatures with a magical roar, resulting in the gnolls spreading out to search for the source.
Vala steps out to greet them, allowing the rest of her friends to remain hidden, and battle commences. It may have gone quite well, except that I'Un targets the leader of the group and manages to get himself surrounded. As it is, they pick off the gnolls and revive the fallen I'Un. They search the gnolls, finding some strange coins and a couple of items that may be magical.
And with that, week's game session comes to an end. Check back in another week to find out what happens in Episode 16.
Friday, April 26, 2019
Blossom Fall, Episode 14
Colonial Caerdia: Blossom Fall is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't already familiar with this series, you can find the beginning over here.
You can find the previous episode here.
1st-5th of Waning Spring, 0 AL
Eventually, a large gathering grows at the Spring Festival as the survivors of the Spring Blossom gather to determine the future of their settlement's leadership. There are many presentations made, and a number of arguments, and our heroes actively engaged - bringing up the importance of establishing some sort of defensive system as well, though they don't particularly like the idea of tax system being needed to pay for it as many of the presenters seem eager to establish a monetary system.
Throughout the presentation, Jojen uses small illusions to emphasize or ridicule what a speaker is saying. This causes a bit of trouble when I'Un is up presenting the need for the strong to be in charge of the settlement, as the monk has noticed Jojen is the source of the trouble and rats him out because he won't stop. Jojen responds to this by casting a charm spell on I'Un, and suggesting that he perform the drunken dance that he's been practicing - which I'Un does very badly.
After the presentations are done, people begin discussing which options they like best and preparing for a proper vote. Our group of heroes, exhausted by all the politics, head off home for a bit of a rest - except for Jojen and I'Un. As the charm spell wears off, I'Un becomes aware of what Jojen did and lures him out into the woods, where he punches him and warns him to never mess with his head again. It may have ended there, but Jojen strikes back with his spells, and an all-out fight begins. I'Un ends up leaving Jojen in the woods, unconscious, and informs the priest Glavel that he's there before heading home.
After he wakes up, Jojen spreads the word about how I'Un attacked him and is extremely dangerous, unpredictable, and completely unsuited for leadership. He emphasizes this point more subtly when he puts on his festival performance that evening, which everyone in the group has returned for. After that, the vote takes place for what their political system will become, and they all head off to bed.
The next day, Jojen storms off early in the morning, wanting to avoid I'Un. Vala also heads out to seek the results of the vote, and discovers that a suggestion she made won - a system that, instead of using a council of one type of person or a monarch, has an adviser from each of the suggested councils to support a single leader. In this case, that leader is the young priest, Glavel, who doesn't particularly want to lead, but he is willing to accept the responsibility since a lot of people seem to want him to.
Back at their home, Luna urgently informs the others that she needs to get away from the settlement. When questioned, she explains that her 24th birthday is coming up on the 5th of this month, and in the temple she grew up in dragons always come to lick people on their 24th birthday. I'Un and John decide that it would be a very good idea to not have a dragon come to their settlement, so the three pack up and head inland for the grasslands where a dragon might have an easier time landing.
Seeing the three leaving the settlement, Vala, who has caught up with Jojen, suggests going after them. Jojen grudgingly agrees, but only so long as they are sneaking and not officially "with" them. They travel up the river for two days, Jojen and Vala keeping out of sight. At the edge of the woods, they come to the plains and see a couple of creatures that look like a cross between birds and deer eating a bear.
Jojen casts faerie fire on John and I'Un over by Luna, lighting them up with non-magical flames in an attempt to draw the creatures' attention to them - which succeeds. They battle the vicious creatures and take them down, though Jojen has to revive I'Un when he falls unconscious to the claws of one of them. After a brief feud between John and Jojen over the faerie fire, the group settles down for the night.
The next day, they make their plans for the potential arrival of a dragon coming to lick Luna. They settle on Luna staying here by the edge of the woods, with Vala electing to stay with her to deal with whatever comes, while the others choose to hide some distance into the woods - close enough to help if needed. They wait out the day and the night...
The next morning, Luna finds a gold coin with a platinum sickle imprinted on it balanced on top of the egg she carries everywhere with her. She pockets it and settles down to wait for dragons to come. After a while, she notices the egg beginning to rock a little. Then she hears a cracking sound.
And that's where this week's game session ends. Find out what's inside the egg next week in Episode 15.
You can find the previous episode here.
1st-5th of Waning Spring, 0 AL
Eventually, a large gathering grows at the Spring Festival as the survivors of the Spring Blossom gather to determine the future of their settlement's leadership. There are many presentations made, and a number of arguments, and our heroes actively engaged - bringing up the importance of establishing some sort of defensive system as well, though they don't particularly like the idea of tax system being needed to pay for it as many of the presenters seem eager to establish a monetary system.
Throughout the presentation, Jojen uses small illusions to emphasize or ridicule what a speaker is saying. This causes a bit of trouble when I'Un is up presenting the need for the strong to be in charge of the settlement, as the monk has noticed Jojen is the source of the trouble and rats him out because he won't stop. Jojen responds to this by casting a charm spell on I'Un, and suggesting that he perform the drunken dance that he's been practicing - which I'Un does very badly.
After the presentations are done, people begin discussing which options they like best and preparing for a proper vote. Our group of heroes, exhausted by all the politics, head off home for a bit of a rest - except for Jojen and I'Un. As the charm spell wears off, I'Un becomes aware of what Jojen did and lures him out into the woods, where he punches him and warns him to never mess with his head again. It may have ended there, but Jojen strikes back with his spells, and an all-out fight begins. I'Un ends up leaving Jojen in the woods, unconscious, and informs the priest Glavel that he's there before heading home.
After he wakes up, Jojen spreads the word about how I'Un attacked him and is extremely dangerous, unpredictable, and completely unsuited for leadership. He emphasizes this point more subtly when he puts on his festival performance that evening, which everyone in the group has returned for. After that, the vote takes place for what their political system will become, and they all head off to bed.
The next day, Jojen storms off early in the morning, wanting to avoid I'Un. Vala also heads out to seek the results of the vote, and discovers that a suggestion she made won - a system that, instead of using a council of one type of person or a monarch, has an adviser from each of the suggested councils to support a single leader. In this case, that leader is the young priest, Glavel, who doesn't particularly want to lead, but he is willing to accept the responsibility since a lot of people seem to want him to.
Back at their home, Luna urgently informs the others that she needs to get away from the settlement. When questioned, she explains that her 24th birthday is coming up on the 5th of this month, and in the temple she grew up in dragons always come to lick people on their 24th birthday. I'Un and John decide that it would be a very good idea to not have a dragon come to their settlement, so the three pack up and head inland for the grasslands where a dragon might have an easier time landing.
Seeing the three leaving the settlement, Vala, who has caught up with Jojen, suggests going after them. Jojen grudgingly agrees, but only so long as they are sneaking and not officially "with" them. They travel up the river for two days, Jojen and Vala keeping out of sight. At the edge of the woods, they come to the plains and see a couple of creatures that look like a cross between birds and deer eating a bear.
Jojen casts faerie fire on John and I'Un over by Luna, lighting them up with non-magical flames in an attempt to draw the creatures' attention to them - which succeeds. They battle the vicious creatures and take them down, though Jojen has to revive I'Un when he falls unconscious to the claws of one of them. After a brief feud between John and Jojen over the faerie fire, the group settles down for the night.
The next day, they make their plans for the potential arrival of a dragon coming to lick Luna. They settle on Luna staying here by the edge of the woods, with Vala electing to stay with her to deal with whatever comes, while the others choose to hide some distance into the woods - close enough to help if needed. They wait out the day and the night...
The next morning, Luna finds a gold coin with a platinum sickle imprinted on it balanced on top of the egg she carries everywhere with her. She pockets it and settles down to wait for dragons to come. After a while, she notices the egg beginning to rock a little. Then she hears a cracking sound.
And that's where this week's game session ends. Find out what's inside the egg next week in Episode 15.
Saturday, April 20, 2019
Blossom Fall, Episode 13
Colonial Caerdia: Blossom Fall is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't already familiar with this series, you can find the beginning over here.
You can find the previous episode here.
33rd of Waxing Spring - 1st of Waning Spring, 0 AL
Continuing on their journey home, our group of adventurers begin to plot for the potential robbery of the general store being established by the tiefling, Atsnid. John and Leshanna talk a bit about her history, revealing a bit about her past and the problems with her unstable memory. I'Un goes on a mission to find mushrooms, and begins collecting and eating some. Luna tries to find flowers, and has some trouble the first couple days, but finally manages to put together a bouquet which she gives to Jojen, apologizing for accidentally burning him in a previous fight. Jojen says he accepts the apology, but he intends to subtly throw the flowers as soon as he can. Unfortunately, he's a bit overeager to be rid of them, and throws them straight up into the air immediately.
They get a bit turned around on the journey, but when they reach the river they get back on track heading home. When they reach the cave they'd found on their first venture, they discover that there are some people mining in it, and they have a shouted conversation with them over the river. Then they push on through the night to make it the rest of the way home.
Over the next few days, John recruits Leshanna to help him with collecting river stones to make a floor in his house. Luna, in anticipation of the upcoming festival, goes off alone to practice dancing. Jojen returns the navigator's kit to Opal and checks in with Silo, Lord Krandig, and Woo-die. Vala arranges for Jojen to cut a gem for Atsnid in exchange for cutting a gem, and he subsequently cuts another gem in return for some adventuring gear. I'Un also pays a visit to Woo-die, trying to get a bit of information about Jojen's past and how the part-orc came to be in his current condition, gaining only fragments of information. Woo-die's parting and secretive advice is to not eat the mushrooms, which considerably alarms I'Un.
The first of Waning Spring rolls around, the day of the Spring Festival. Jojen awakens and feels something cold resting on his forehead. He grabs it in alarm and finds himself holding a platinum coin with a gold inlay of three blades of grass. He immediately recognizes the symbol of Fauma, his goddess and the goddess who is celebrated by today's festival, but he is quite alarmed by its sudden appearance. Where did it come from, and who could have left it on his head?
He rushes out to find Glavel, turning aside Luna who had heard his distress. He finds the priest in his lean-to by the temple, as well as I'Un, and asks about the coin. I'Un and Glavel are quite interested, but neither of them have ever heard of such a coin. They do, however, detect traces of magic from it, so Jojen spends an hour determining that it has a one-time use of casting a spell to identify magical properties. This only sparks more interest into why he's been given it, and for what purpose. Jojen isn't sure, but he does reveal a little about his past - that his mother and grandmother were priestesses of Fauma, and that today is his birthday.
As he's talking, the rest of the group - all ready and prepared for the festival - come out of the woods and join in the anxious conversation. They're all bemused by the coin, especially when Jojen and Vala put their heads together and determine that the coin should be impossible to make, with the platinum and gold appearing to be the same metal. Luna happily informs them that the symbol on the coin represents the wife of her god.
Believing that they've discovered all they can, the group heads towards the festival, where they are mobbed by a group of children who hand the seashells as tickets for the games they've arranged for the festival. I'Un, disturbed by this coin, hands his shells off to Jojen and goes off to the tavern to be alone - and to share his idea for brewing with mushrooms with his brewing buddy, Kendrik.
The rest of the group go off to enjoy the various games - paying their seashells to enter, and occasionally winning prizes - some of which appear worthless, while others appear to be quite valuable. However, there is still a much-anticipated part of the day coming up for the group; the open forum on the political future of their little settlement.
However, that's where this week's game session comes to an end. Find out what happens next in Episode 14.
You can find the previous episode here.
33rd of Waxing Spring - 1st of Waning Spring, 0 AL
Continuing on their journey home, our group of adventurers begin to plot for the potential robbery of the general store being established by the tiefling, Atsnid. John and Leshanna talk a bit about her history, revealing a bit about her past and the problems with her unstable memory. I'Un goes on a mission to find mushrooms, and begins collecting and eating some. Luna tries to find flowers, and has some trouble the first couple days, but finally manages to put together a bouquet which she gives to Jojen, apologizing for accidentally burning him in a previous fight. Jojen says he accepts the apology, but he intends to subtly throw the flowers as soon as he can. Unfortunately, he's a bit overeager to be rid of them, and throws them straight up into the air immediately.
They get a bit turned around on the journey, but when they reach the river they get back on track heading home. When they reach the cave they'd found on their first venture, they discover that there are some people mining in it, and they have a shouted conversation with them over the river. Then they push on through the night to make it the rest of the way home.
Over the next few days, John recruits Leshanna to help him with collecting river stones to make a floor in his house. Luna, in anticipation of the upcoming festival, goes off alone to practice dancing. Jojen returns the navigator's kit to Opal and checks in with Silo, Lord Krandig, and Woo-die. Vala arranges for Jojen to cut a gem for Atsnid in exchange for cutting a gem, and he subsequently cuts another gem in return for some adventuring gear. I'Un also pays a visit to Woo-die, trying to get a bit of information about Jojen's past and how the part-orc came to be in his current condition, gaining only fragments of information. Woo-die's parting and secretive advice is to not eat the mushrooms, which considerably alarms I'Un.
The first of Waning Spring rolls around, the day of the Spring Festival. Jojen awakens and feels something cold resting on his forehead. He grabs it in alarm and finds himself holding a platinum coin with a gold inlay of three blades of grass. He immediately recognizes the symbol of Fauma, his goddess and the goddess who is celebrated by today's festival, but he is quite alarmed by its sudden appearance. Where did it come from, and who could have left it on his head?
He rushes out to find Glavel, turning aside Luna who had heard his distress. He finds the priest in his lean-to by the temple, as well as I'Un, and asks about the coin. I'Un and Glavel are quite interested, but neither of them have ever heard of such a coin. They do, however, detect traces of magic from it, so Jojen spends an hour determining that it has a one-time use of casting a spell to identify magical properties. This only sparks more interest into why he's been given it, and for what purpose. Jojen isn't sure, but he does reveal a little about his past - that his mother and grandmother were priestesses of Fauma, and that today is his birthday.
As he's talking, the rest of the group - all ready and prepared for the festival - come out of the woods and join in the anxious conversation. They're all bemused by the coin, especially when Jojen and Vala put their heads together and determine that the coin should be impossible to make, with the platinum and gold appearing to be the same metal. Luna happily informs them that the symbol on the coin represents the wife of her god.
Believing that they've discovered all they can, the group heads towards the festival, where they are mobbed by a group of children who hand the seashells as tickets for the games they've arranged for the festival. I'Un, disturbed by this coin, hands his shells off to Jojen and goes off to the tavern to be alone - and to share his idea for brewing with mushrooms with his brewing buddy, Kendrik.
The rest of the group go off to enjoy the various games - paying their seashells to enter, and occasionally winning prizes - some of which appear worthless, while others appear to be quite valuable. However, there is still a much-anticipated part of the day coming up for the group; the open forum on the political future of their little settlement.
However, that's where this week's game session comes to an end. Find out what happens next in Episode 14.
Sunday, April 07, 2019
Blossom Fall, Episode 12
Colonial Caerdia: Blossom Fall is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't already familiar with this series, you can find the beginning over here.
You can find the previous episode here.
29th-33rd of Waxing Spring, 0 AL
Having recently fought some giant crabs, and some water, out group of heroes takes a break to recuperate and harvest some crab meat. As they are preparing to head on their way, they discuss that they should probably stick closer to the treeline to keep Jojen away from the water - as he appears to be prone to drowning. Jojen insists that he has no problem with the water, while wandering over to aggressively stab the ocean with his rapier. I'Un and John try to manhandle him away from the ocean, which makes Jojen decide to go for a swim to prove that there's nothing to fear.
Jojen wades out into the ocean... and suddenly gets caught in an undertow and pulled under. It takes Vala and I'Un to drag him out again. This time Jojen doesn't resist being carried away from the water.
The group continues following the coast for the rest of the day. By evening, the beach has slowly faded away, to be replaced by a steady incline and cliffs dropping down to the ocean. They make camp well away from the cliffs and John cooks the crab - very badly as it turns out, which is quickly apparent to Vala who is very angry about John trying to poison her, though her attempts to stomp on his foot fail.
During the watches in the night, I'Un discusses goals with Jojen. Then, on Vala's watch, to get revenge on John she steals a pouch of money from him while he's sleeping. John doesn't notice until halfway through the next day, when he spots Vala carrying the pouch, however she refuses to give it back and snatches it away when John tries to grab it. When John tries to push Vala off the cliff, to the ocean hundreds of feet below, I'Un and Jojen intervene - with I'Un sneakily stealing the pouch. The argument calms a little, and ends when I'Un shows that he now has the pouch, and says that he will be holding onto it for now. It is, after all, the pouch of strange coins they found in this land that they had agreed to keep separate for now, to divide up later.
They continue on for the rest of the day and camp that night. When they continue in the morning, they find the coastline curving in to the east, and the cliffs getting lower until - a little ways into the afternoon - they find themselves on the edge of a swampy marsh. They begin discussing their next direction. Vala is adamant about not going into the marsh, reminding the group of the dragon they heard about that lives in a swamp inland to the north. Jojen wants to make sure they return home for the Spring Festival and the political forum intending to be held then.
They are suddenly interrupted by three giant toads leaping out of the swamp and landing amidst them. I'Un quickly throws Vala on top of one of them, just in time to be grabbed in the toad's mouth - which he takes advantage of by attacking the softer inner-tissue. Jojen works to support his friends, while John goes after one of the toads, and Leshanna hacks away at the third toad as it grabs Luna in its mouth.
The battle doesn't seem to be going too badly until I'Un is swallowed by the toad holding him. Between Vala stabbing at the toad's head, and I'Un pummeling its insides, the toad is killed. I'Un crawls out just in time to see Luna get swallowed. The group converges on the two remaining toads, managing to kill them, but Luna is still inside one of them - and she hasn't been showing signs of fighting for some time. Leshanna slashes a cut into the toad's stomach as I'Un crawls inside - then drags Luna out through the hole Leshanna made. Luna is on the edge of death, but John is able to stabilize her.
This fight confirms for them that they don't want to go into the marsh. They decide to set a course straight north, through the woods, before heading back west to their camp. On their second night, they camp near a small hot geyser they came across - though far enough not to be sprayed. During a shared watch shift, I'Un approaches Vala, asking her to keep a secret as a friend. Vala has trouble with this concept, but eventually agrees, in exchange for being given the pouch of coins to hold onto. I'Un then reveals his back, showing a remarkable tattoo that appears to be at least somewhat magical. I'Un explains that protecting this tattoo is why he has to stay alive - why he hid in the barrel on the ship rather than helping to save it - and that it's the greatest secret of his order. He doesn't fully understand what it is, but he knows he has to keep it safe from those who would abuse its power.
And with that, this week's game session comes to an end. Check back in two weeks to find out what happens in Episode 13.
You can find the previous episode here.
29th-33rd of Waxing Spring, 0 AL
Having recently fought some giant crabs, and some water, out group of heroes takes a break to recuperate and harvest some crab meat. As they are preparing to head on their way, they discuss that they should probably stick closer to the treeline to keep Jojen away from the water - as he appears to be prone to drowning. Jojen insists that he has no problem with the water, while wandering over to aggressively stab the ocean with his rapier. I'Un and John try to manhandle him away from the ocean, which makes Jojen decide to go for a swim to prove that there's nothing to fear.
Jojen wades out into the ocean... and suddenly gets caught in an undertow and pulled under. It takes Vala and I'Un to drag him out again. This time Jojen doesn't resist being carried away from the water.
The group continues following the coast for the rest of the day. By evening, the beach has slowly faded away, to be replaced by a steady incline and cliffs dropping down to the ocean. They make camp well away from the cliffs and John cooks the crab - very badly as it turns out, which is quickly apparent to Vala who is very angry about John trying to poison her, though her attempts to stomp on his foot fail.
During the watches in the night, I'Un discusses goals with Jojen. Then, on Vala's watch, to get revenge on John she steals a pouch of money from him while he's sleeping. John doesn't notice until halfway through the next day, when he spots Vala carrying the pouch, however she refuses to give it back and snatches it away when John tries to grab it. When John tries to push Vala off the cliff, to the ocean hundreds of feet below, I'Un and Jojen intervene - with I'Un sneakily stealing the pouch. The argument calms a little, and ends when I'Un shows that he now has the pouch, and says that he will be holding onto it for now. It is, after all, the pouch of strange coins they found in this land that they had agreed to keep separate for now, to divide up later.
They continue on for the rest of the day and camp that night. When they continue in the morning, they find the coastline curving in to the east, and the cliffs getting lower until - a little ways into the afternoon - they find themselves on the edge of a swampy marsh. They begin discussing their next direction. Vala is adamant about not going into the marsh, reminding the group of the dragon they heard about that lives in a swamp inland to the north. Jojen wants to make sure they return home for the Spring Festival and the political forum intending to be held then.
They are suddenly interrupted by three giant toads leaping out of the swamp and landing amidst them. I'Un quickly throws Vala on top of one of them, just in time to be grabbed in the toad's mouth - which he takes advantage of by attacking the softer inner-tissue. Jojen works to support his friends, while John goes after one of the toads, and Leshanna hacks away at the third toad as it grabs Luna in its mouth.
The battle doesn't seem to be going too badly until I'Un is swallowed by the toad holding him. Between Vala stabbing at the toad's head, and I'Un pummeling its insides, the toad is killed. I'Un crawls out just in time to see Luna get swallowed. The group converges on the two remaining toads, managing to kill them, but Luna is still inside one of them - and she hasn't been showing signs of fighting for some time. Leshanna slashes a cut into the toad's stomach as I'Un crawls inside - then drags Luna out through the hole Leshanna made. Luna is on the edge of death, but John is able to stabilize her.
This fight confirms for them that they don't want to go into the marsh. They decide to set a course straight north, through the woods, before heading back west to their camp. On their second night, they camp near a small hot geyser they came across - though far enough not to be sprayed. During a shared watch shift, I'Un approaches Vala, asking her to keep a secret as a friend. Vala has trouble with this concept, but eventually agrees, in exchange for being given the pouch of coins to hold onto. I'Un then reveals his back, showing a remarkable tattoo that appears to be at least somewhat magical. I'Un explains that protecting this tattoo is why he has to stay alive - why he hid in the barrel on the ship rather than helping to save it - and that it's the greatest secret of his order. He doesn't fully understand what it is, but he knows he has to keep it safe from those who would abuse its power.
And with that, this week's game session comes to an end. Check back in two weeks to find out what happens in Episode 13.
Sunday, March 31, 2019
Blossom Fall, Episode 11
Colonial Caerdia: Blossom Fall is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't already familiar with this series, you can find the beginning over here.
You can find the previous episode here.
28th-29th of Waxing Spring, 0 AL
With a new house to serve as their home base, our group of heroes prepare to head out to down the coast to the south. First, they they try to acquire some more equipment so they can note down what they've found. This takes quite some time, as they don't have much to trade, but eventually they are able to borrow some navigators' tools from Captain Opal and acquire some paper from Lord Krandig.
While this is going on, some of them learn from Wyatt at the under-construction tavern that there is talk of a public discussion around the establishment of some form of official leadership during the Spring Festival, coming up on the first of Waning Spring. This is of particular interest to I'Un and Jojen, who would like to be part of such discussions, and they hope to be back for it. Vala also asks Silence to keep an ear open for any word on this Soggy Alliance.
Fully prepared, they head out, following the coast to the south - with Jojen grudgingly accepting the presence of Luna. The first day is uneventful, apart from the coast curving in to the east, with a continuing narrow sandy beach and the forest to their side. Through the second day, the coast curves to the south once again, and about halfway through the day they come across some giant crabs - the size of humans! - on the beach ahead. They discuss going around them, but they decide that they would like some crab meat.
John sneaks ahead, climbing up into a tree on the edge of the forest, and Vala goes close behind, intending to sneak around behind the crabs. However, she steps on a branch, attracting many of the crabs towards her. Luckily, the six crabs don't seem to be too much of a threat - even to Vala, who is surrounded and separate from the rest of the group - but then a portion of the ocean lifts up and begins attacking them - lifting up Jojen and pulling him inside of itself, attempting to drown him.
The crabs are eliminated, and the group rushes in to rescue Jojen. Their weapons seem to do little damage to the water-creature, as does the flame that erupts from Luna's hands to scorch it - and, unfortunately, Jojen as well. They finally manage to pull Jojen out of its watery depths, only to have Leshanna pulled in. They get her out as well, and finally defeat the water.
Searching around for treasure, they find lots of crab meat, and - in the shallows below the water-creature - a blue tourmaline which Jojen prices out as being worth about 100 gold pieces.
And that's where this week's game session comes to an end. Find out what next week will bring in Episode 12.
You can find the previous episode here.
28th-29th of Waxing Spring, 0 AL
With a new house to serve as their home base, our group of heroes prepare to head out to down the coast to the south. First, they they try to acquire some more equipment so they can note down what they've found. This takes quite some time, as they don't have much to trade, but eventually they are able to borrow some navigators' tools from Captain Opal and acquire some paper from Lord Krandig.
While this is going on, some of them learn from Wyatt at the under-construction tavern that there is talk of a public discussion around the establishment of some form of official leadership during the Spring Festival, coming up on the first of Waning Spring. This is of particular interest to I'Un and Jojen, who would like to be part of such discussions, and they hope to be back for it. Vala also asks Silence to keep an ear open for any word on this Soggy Alliance.
Fully prepared, they head out, following the coast to the south - with Jojen grudgingly accepting the presence of Luna. The first day is uneventful, apart from the coast curving in to the east, with a continuing narrow sandy beach and the forest to their side. Through the second day, the coast curves to the south once again, and about halfway through the day they come across some giant crabs - the size of humans! - on the beach ahead. They discuss going around them, but they decide that they would like some crab meat.
John sneaks ahead, climbing up into a tree on the edge of the forest, and Vala goes close behind, intending to sneak around behind the crabs. However, she steps on a branch, attracting many of the crabs towards her. Luckily, the six crabs don't seem to be too much of a threat - even to Vala, who is surrounded and separate from the rest of the group - but then a portion of the ocean lifts up and begins attacking them - lifting up Jojen and pulling him inside of itself, attempting to drown him.
The crabs are eliminated, and the group rushes in to rescue Jojen. Their weapons seem to do little damage to the water-creature, as does the flame that erupts from Luna's hands to scorch it - and, unfortunately, Jojen as well. They finally manage to pull Jojen out of its watery depths, only to have Leshanna pulled in. They get her out as well, and finally defeat the water.
Searching around for treasure, they find lots of crab meat, and - in the shallows below the water-creature - a blue tourmaline which Jojen prices out as being worth about 100 gold pieces.
And that's where this week's game session comes to an end. Find out what next week will bring in Episode 12.
Sunday, March 24, 2019
Blossom Fall, Episode 10
Colonial Caerdia: Blossom Fall is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't already familiar with this series, you can find the beginning over here.
You can find the previous episode here.
17th-27th of Waxing Spring, 0 AL
When last we left our heroes, Jojen was unconscious the rest of the group was going through the pockets of the kobolds they had slaughtered, finding little of value. John approaches the netted hairy creature the kobolds had been dragging along with him, and determines that it is alive, though little else. The group decides to waste no time in getting out of the area - carrying Jojen and their unconscious kobold to their boat, then remembering to bring the hairy orc right before leaving.
On the journey back downriver, Jojen awakens, as does their kobold captive - though, in the case of the kobold, it's mouth is tied shut. In the evening, they make camp near the fork in the river. They question the kobold, trying to discover more about where the black dragon Nurcukka reigns and how long he has been around. They're slightly more successful in getting more information about the surrounding area, learning that the other branch of the river has some nearby ruined village of some sort and leads to some mountains. It goes on to ask to be freed, because it has been so helpful, and it doesn't like the direction they're going.
I'Un pulls John aside for a talk about how to handle this while Jojen asks the kobold about why it's so concerned about the direction they're going. It explains that everything within two or three days of some mysterious thing called the 'ocean' has been claimed by something called the Soggy Alliance. The kobold isn't able to tell much about them other than that they kill anyone found in their lands, and that no one has even gone there in generations because of them.
John then comes up, kills the kobold, and throws it in the river. I'Un protests that they could have used the kobold to prove what they found to everyone back in camp, but the body has already washed away.
Jojen then revives Woo-die, his hairy orc friend who had been held captive by the orcs. Woo-die is panicked and desperate to flee to the east, away from the Somvidian Empire, but when Jojen mentions his own name, Woo-die has a moment of clarity and tells him that Da-Beat got a message from Serge: "The Isle has fallen to the Abyss." This alarms Jojen, but he can't get much more out of Woo-die, who resumes his desire to flee east and certainly doesn't seem to be entirely right in his mind. He is eventually convinced that he is safe here and should get some sleep.
Over the next few days as they journey home, Woo-die needs to be convinced every day that he doesn't need to flee further east - that they are on another continent and safe from the Somvidain Empire.
When they arrive back at camp, they find much changed - more simple houses have been built and a lot of the land south of the river has been cleared to be turned into farmlands. Most startling, though, is that Lord Krandig is missing from his usual camp, to be replaced by Leshanna - who they had forgotten to bring with them - who is speaking with a tiefling woman. Seeing a tiefling, Jojen immediately heads to the tavern instead - followed closely by I'Un, who is a bit nervous due to how scantily clad the tiefling is. Vala spared a couple words for them before heading off to sleep in her barrel.
John arrives a bit later than the others, having returned the boat to the sailors first, and goes to speak with Leshanna and the tiefling - Luna. They are later rejoined by I'Un, after he has acquired some strong spirits from the tavern's brewer in exchange for a promise to assist him in his work - an offer welcomed, as the man hasn't had an assistant since his nephew joined the fight against the Empire. The four talk into the night, drinking and sharing a bit of their pasts. Luna shows them the egg that was given into her care before her temple was was destroyed, claiming it is a dragon egg. She and I'Un bond over the shared experience of having the temples they called home destroyed.
Jojen tries to find Lord Krandig, and eventually finds him in a small house built for him by Sillo and some others. Somehow he has also managed to acquire some very nice furniture. Jojen fills him in on what the group has found on this excursion, and Krandig tells Jojen of the latest political goings-on, with particular complaints about Lady Tialda who is maneuvering herself to become queen if all goes her way. When Jojen leaves, he spots Luna at the fire with his friends and decides to sleep at the tavern.
The next day, Jojen arranges with Wyatt to put on a performance at the under-construction tavern, then put's Woo-die into the care of the priest, Glavel, who seems to have been able to calm him a little. Finally, he goes and introduces himself to Lady Tialda, aspiring to learn what type of leader she will be and inviting her to the concert he intends to give.
John recruits Leshanna, Luna, and Jojen to help him build himself a house out in the woods behind the tavern, though Jojen changes his mind once he discovers Luna is working there as well. I'Un flat-out refuses to help, choosing instead to spend his time with the brewer, Kendrik, making spirits and swapping tales.
On the night of his performance, Jojen goes to fetch John to perform with him, but once again walks away upon seeing Luna. John sees him and comes to perform anyway. The performance goes incredibly well - with Wyatt, the future tavern-owner, joining in as well. Through song accompanied by music and magic, he tells the tale of what he and his group have been doing since landing, and of everything they have discovered - proof of other civilization having been here, the kobolds, the dragon, and the Soggy Alliance. At the end of the performance, Luna, Leshanna, Vala, and I'Un, out in the crowd, note that some people believe the story is true, while others think it was just a fun story and a great show. John once again asks Jojen to help with his house, and Jojen agrees.
When John fetches Jojen to work on the house the next day, he catches Jojen from turning and leaving at the sight of Luna, telling him off for judging a book by its cover. He manages to convince Jojen to help anyway - though Jojen wants to add a small addition on the side for himself. John sets Jojen to work on the roof - conveniently where Luna is working. Jojen isn't very happy about this, though with Luna being shy, he doesn't have to put up with much conversation - though she does compliment him on his performance from the night before. At the end of the day, Jojen recruits Vala to help with the house in the hopes of getting it finished sooner.
They complete the house on the 27th of Waxing Spring, then go to perform at and enjoy the small Celebration of Art and Love festival in honor of Thrume, god of love, luck, and art. It's a nice, relaxing time for them after some of the trying events of the past few months.
And that brings an end to this game session. Find out what our heroes will do next week in Episode 11.
You can find the previous episode here.
17th-27th of Waxing Spring, 0 AL
When last we left our heroes, Jojen was unconscious the rest of the group was going through the pockets of the kobolds they had slaughtered, finding little of value. John approaches the netted hairy creature the kobolds had been dragging along with him, and determines that it is alive, though little else. The group decides to waste no time in getting out of the area - carrying Jojen and their unconscious kobold to their boat, then remembering to bring the hairy orc right before leaving.
On the journey back downriver, Jojen awakens, as does their kobold captive - though, in the case of the kobold, it's mouth is tied shut. In the evening, they make camp near the fork in the river. They question the kobold, trying to discover more about where the black dragon Nurcukka reigns and how long he has been around. They're slightly more successful in getting more information about the surrounding area, learning that the other branch of the river has some nearby ruined village of some sort and leads to some mountains. It goes on to ask to be freed, because it has been so helpful, and it doesn't like the direction they're going.
I'Un pulls John aside for a talk about how to handle this while Jojen asks the kobold about why it's so concerned about the direction they're going. It explains that everything within two or three days of some mysterious thing called the 'ocean' has been claimed by something called the Soggy Alliance. The kobold isn't able to tell much about them other than that they kill anyone found in their lands, and that no one has even gone there in generations because of them.
John then comes up, kills the kobold, and throws it in the river. I'Un protests that they could have used the kobold to prove what they found to everyone back in camp, but the body has already washed away.
Jojen then revives Woo-die, his hairy orc friend who had been held captive by the orcs. Woo-die is panicked and desperate to flee to the east, away from the Somvidian Empire, but when Jojen mentions his own name, Woo-die has a moment of clarity and tells him that Da-Beat got a message from Serge: "The Isle has fallen to the Abyss." This alarms Jojen, but he can't get much more out of Woo-die, who resumes his desire to flee east and certainly doesn't seem to be entirely right in his mind. He is eventually convinced that he is safe here and should get some sleep.
Over the next few days as they journey home, Woo-die needs to be convinced every day that he doesn't need to flee further east - that they are on another continent and safe from the Somvidain Empire.
When they arrive back at camp, they find much changed - more simple houses have been built and a lot of the land south of the river has been cleared to be turned into farmlands. Most startling, though, is that Lord Krandig is missing from his usual camp, to be replaced by Leshanna - who they had forgotten to bring with them - who is speaking with a tiefling woman. Seeing a tiefling, Jojen immediately heads to the tavern instead - followed closely by I'Un, who is a bit nervous due to how scantily clad the tiefling is. Vala spared a couple words for them before heading off to sleep in her barrel.
John arrives a bit later than the others, having returned the boat to the sailors first, and goes to speak with Leshanna and the tiefling - Luna. They are later rejoined by I'Un, after he has acquired some strong spirits from the tavern's brewer in exchange for a promise to assist him in his work - an offer welcomed, as the man hasn't had an assistant since his nephew joined the fight against the Empire. The four talk into the night, drinking and sharing a bit of their pasts. Luna shows them the egg that was given into her care before her temple was was destroyed, claiming it is a dragon egg. She and I'Un bond over the shared experience of having the temples they called home destroyed.
Jojen tries to find Lord Krandig, and eventually finds him in a small house built for him by Sillo and some others. Somehow he has also managed to acquire some very nice furniture. Jojen fills him in on what the group has found on this excursion, and Krandig tells Jojen of the latest political goings-on, with particular complaints about Lady Tialda who is maneuvering herself to become queen if all goes her way. When Jojen leaves, he spots Luna at the fire with his friends and decides to sleep at the tavern.
The next day, Jojen arranges with Wyatt to put on a performance at the under-construction tavern, then put's Woo-die into the care of the priest, Glavel, who seems to have been able to calm him a little. Finally, he goes and introduces himself to Lady Tialda, aspiring to learn what type of leader she will be and inviting her to the concert he intends to give.
John recruits Leshanna, Luna, and Jojen to help him build himself a house out in the woods behind the tavern, though Jojen changes his mind once he discovers Luna is working there as well. I'Un flat-out refuses to help, choosing instead to spend his time with the brewer, Kendrik, making spirits and swapping tales.
On the night of his performance, Jojen goes to fetch John to perform with him, but once again walks away upon seeing Luna. John sees him and comes to perform anyway. The performance goes incredibly well - with Wyatt, the future tavern-owner, joining in as well. Through song accompanied by music and magic, he tells the tale of what he and his group have been doing since landing, and of everything they have discovered - proof of other civilization having been here, the kobolds, the dragon, and the Soggy Alliance. At the end of the performance, Luna, Leshanna, Vala, and I'Un, out in the crowd, note that some people believe the story is true, while others think it was just a fun story and a great show. John once again asks Jojen to help with his house, and Jojen agrees.
When John fetches Jojen to work on the house the next day, he catches Jojen from turning and leaving at the sight of Luna, telling him off for judging a book by its cover. He manages to convince Jojen to help anyway - though Jojen wants to add a small addition on the side for himself. John sets Jojen to work on the roof - conveniently where Luna is working. Jojen isn't very happy about this, though with Luna being shy, he doesn't have to put up with much conversation - though she does compliment him on his performance from the night before. At the end of the day, Jojen recruits Vala to help with the house in the hopes of getting it finished sooner.
They complete the house on the 27th of Waxing Spring, then go to perform at and enjoy the small Celebration of Art and Love festival in honor of Thrume, god of love, luck, and art. It's a nice, relaxing time for them after some of the trying events of the past few months.
And that brings an end to this game session. Find out what our heroes will do next week in Episode 11.
Monday, March 18, 2019
Blossom Fall, Episode 9
Colonial Caerdia: Blossom Fall is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't already familiar with this series, you can find the beginning over here.
You can find the previous episode here.
12th-17th of Waxing Spring, 0 AL
Our group of adventurers show some interest in getting involved with some of the budding local politics, but they're far more interested in getting back out to explore and find the source of the river. However, they decide to take a day at camp for their various preparations. Jojen and Vala begin scheming to have arrange another, more private meeting with Silence, which inspires I'Un and John to leave before they get caught up in it.
I'Un takes the bone they found in the ruined flooded cellar over to Glavel, the priest of the Four who is building a temple. He tries to discover if it is some sort of relic, explaining that they found it locked in a chest, but as far as Glavel can tell, there's no religious significance to it. I'Un and John begin walking back to their camp, with I'Un talking about his plan for a council, and how he thinks Vala would do well on the council - John isn't so sure. Naturally, as they're talking about her, Vala shows up.
I'Un informs her that the bone found in the chest couldn't be identified as a religious relic by Glavel, so he's confused as to why it was important enough to put in a chest. Vala reminds him that the bone wasn't in the chest - it was on the floor of the cellar, in amongst the dirt. Suddenly disgusted, I'Un throws the bone away, then tries to recruit Vala for a seat on his council. Vala isn't certain about the idea, especially since she isn't sure she could win I'Un's planned tournament of strength - I'Un hints that it won't be a problem.
While the other two return to Jojen and their camp, Vala heads of to find Silence. The first place she checks is with Atsnid at the general store construction site, but the gazelle-horned tiefling says she sent Silence off, not wanting to be associated with working with a smuggler. Eventually Vala tracks down Silence working on the temple. Silence seems very happy to take a break. Vala expresses the desire to have a meeting, after dark, in the woods. Silence isn't inclined to attend, after what Vala pulled - sending her thugs after them and blowing both their covers. However, Vala hints at what her group may have found and intrigues Silence enough to agree to the meeting. Vala then suggests the possibility of Silence being put on a governing council, since that seems like a good place to have an informant. Silence is resistant at first, but Vala is able to talk them around to it - after all, it sounds like a nice, cushy job.
Back with the group at camp, John sets off to get a boat prepared for them for going upriver again, then spends the day hunting for the upcoming expedition. Jojen and I'Un go to speak with Lord Krandig, with I'Un demanding to know how the noble will help fund their expedition when no one in this society is accepting money. Lord Krandig expresses that, unfortunately, money is all he can provide - leading to I'Un storming off, while Jojen apologizes for his companion's behavior. He talks with Lord Krandig for a bit, learning that all is well with him, then heads off.
Regrouping with I'Un, who complains about how Jojen is always siding with Krandig, they make another trip to the temple to speak with Glavel. As Jojen is speaking to Glavel, I'Un interrupts, asking about why Glavel doesn't share his master's clerical powers, getting an answer that it's up to the gods to choose who they bestow their powers on. I'Un then pulls Glavel aside to show him ki, as well as something on his back that Jojen can't get close enough to see while maintaining a discrete distance. As they return to Jojen, I'Un is asking Glavel to put in a good word for him with people, since Glavel seems so much more popular. Glavel says he can try, but he informs I'Un that his words will do little - only I'Un's own actions and words will impact what people think of him.
In the evening, Vala takes Jojen out to the meeting place she selected in the woods so the bard can hide, then she goes to bring Silence. However, Silence leaves the moment Jojen attempts to magically charm them, informing Vala that she really needs to learn how to do business.
The next day, our adventurers take to the river, rowing upstream. It is slow going at times, but on the third day out they find the trees on the riverbanks thinning, and the land turning to open, grassy plains. They can see many herds of animals, but no signs of civilization.
Around midday on the fifth day, the river splits in two - one heading to the northeast, and the other to the southeast. After some debating, they take the branch going northeast, as it appears slightly wider. A couple hours in, Jojen spots movement on the shore. Off in the distance, there's a group of small creatures dragging some big bundle along. He points them out to the group, who start arguing about how to proceed, so he settles the matter by calling out to the creatures - who halt and spin around, brandishing weapons defensively.
The boat is pulled over to the shore and the group approaches cautiously without weapons in their hands to show they are peaceful. As they get closer, I'Un recognizes the small lizard-like humanoids as kobolds, and warns the group that they can be very dangerous in large numbers - and there are eleven of them here.
The group open conversation with them, asking what the kobolds are doing and wheat they know about the region. The creatures tell them they are taking tribute to Nurcukka, a black dragon who rules the swamp that is more than a tenday upriver. They are also very curious about what the group are, and are unfamiliar with the words 'human' and 'half-elf'. As they are talking, Jojen comes to believe there is something familiar about the hairy, net-wrapped thing the kobolds are taking to their dragon. He talks his way into getting a closer look at it, and moves away from the rest of his group into the midst of the kobolds.
Examining the creature, Jojen discovers that his suspicions are correct - this is his hairy orc friend Woo-die, whose carpentry kit was found with the nine dead on the Spring Blossom.He tries to convince the kobolds that Woo-die won't be suitable for their master to eat, but the kobolds don't appear to believe him. So, he begins casting a spell, causing the rest of his friends to jump into action as the kobolds prepare to do battle.
It is a hard fight for the group - the kobolds aren't very strong, but they outnumber the group almost three-to-one. A couple of the kobolds also have nasty tricks to attack with, such as releasing a skunk onto the battlefield and attacking them with scorpions tied to sticks. Jojen, cut off from his friends, falls unconscious. The rest of the group barely finish off the kobolds - with I'Un making a point to only knock out the leader - in time to tend Jojen's wounds and keep him from bleeding to death.
With Jojen stabilized, they search their fallen enemies, finding that they aren't carrying much of value. I'Un decides that he likes the idea of the scorpion on a stick, and deftly ties one of the scorpions to the end of his staff.
And brings this game session comes to an end. Check back next week to discover what happens in Episode 10.
You can find the previous episode here.
12th-17th of Waxing Spring, 0 AL
Our group of adventurers show some interest in getting involved with some of the budding local politics, but they're far more interested in getting back out to explore and find the source of the river. However, they decide to take a day at camp for their various preparations. Jojen and Vala begin scheming to have arrange another, more private meeting with Silence, which inspires I'Un and John to leave before they get caught up in it.
I'Un takes the bone they found in the ruined flooded cellar over to Glavel, the priest of the Four who is building a temple. He tries to discover if it is some sort of relic, explaining that they found it locked in a chest, but as far as Glavel can tell, there's no religious significance to it. I'Un and John begin walking back to their camp, with I'Un talking about his plan for a council, and how he thinks Vala would do well on the council - John isn't so sure. Naturally, as they're talking about her, Vala shows up.
I'Un informs her that the bone found in the chest couldn't be identified as a religious relic by Glavel, so he's confused as to why it was important enough to put in a chest. Vala reminds him that the bone wasn't in the chest - it was on the floor of the cellar, in amongst the dirt. Suddenly disgusted, I'Un throws the bone away, then tries to recruit Vala for a seat on his council. Vala isn't certain about the idea, especially since she isn't sure she could win I'Un's planned tournament of strength - I'Un hints that it won't be a problem.
While the other two return to Jojen and their camp, Vala heads of to find Silence. The first place she checks is with Atsnid at the general store construction site, but the gazelle-horned tiefling says she sent Silence off, not wanting to be associated with working with a smuggler. Eventually Vala tracks down Silence working on the temple. Silence seems very happy to take a break. Vala expresses the desire to have a meeting, after dark, in the woods. Silence isn't inclined to attend, after what Vala pulled - sending her thugs after them and blowing both their covers. However, Vala hints at what her group may have found and intrigues Silence enough to agree to the meeting. Vala then suggests the possibility of Silence being put on a governing council, since that seems like a good place to have an informant. Silence is resistant at first, but Vala is able to talk them around to it - after all, it sounds like a nice, cushy job.
Back with the group at camp, John sets off to get a boat prepared for them for going upriver again, then spends the day hunting for the upcoming expedition. Jojen and I'Un go to speak with Lord Krandig, with I'Un demanding to know how the noble will help fund their expedition when no one in this society is accepting money. Lord Krandig expresses that, unfortunately, money is all he can provide - leading to I'Un storming off, while Jojen apologizes for his companion's behavior. He talks with Lord Krandig for a bit, learning that all is well with him, then heads off.
Regrouping with I'Un, who complains about how Jojen is always siding with Krandig, they make another trip to the temple to speak with Glavel. As Jojen is speaking to Glavel, I'Un interrupts, asking about why Glavel doesn't share his master's clerical powers, getting an answer that it's up to the gods to choose who they bestow their powers on. I'Un then pulls Glavel aside to show him ki, as well as something on his back that Jojen can't get close enough to see while maintaining a discrete distance. As they return to Jojen, I'Un is asking Glavel to put in a good word for him with people, since Glavel seems so much more popular. Glavel says he can try, but he informs I'Un that his words will do little - only I'Un's own actions and words will impact what people think of him.
In the evening, Vala takes Jojen out to the meeting place she selected in the woods so the bard can hide, then she goes to bring Silence. However, Silence leaves the moment Jojen attempts to magically charm them, informing Vala that she really needs to learn how to do business.
The next day, our adventurers take to the river, rowing upstream. It is slow going at times, but on the third day out they find the trees on the riverbanks thinning, and the land turning to open, grassy plains. They can see many herds of animals, but no signs of civilization.
Around midday on the fifth day, the river splits in two - one heading to the northeast, and the other to the southeast. After some debating, they take the branch going northeast, as it appears slightly wider. A couple hours in, Jojen spots movement on the shore. Off in the distance, there's a group of small creatures dragging some big bundle along. He points them out to the group, who start arguing about how to proceed, so he settles the matter by calling out to the creatures - who halt and spin around, brandishing weapons defensively.
The boat is pulled over to the shore and the group approaches cautiously without weapons in their hands to show they are peaceful. As they get closer, I'Un recognizes the small lizard-like humanoids as kobolds, and warns the group that they can be very dangerous in large numbers - and there are eleven of them here.
The group open conversation with them, asking what the kobolds are doing and wheat they know about the region. The creatures tell them they are taking tribute to Nurcukka, a black dragon who rules the swamp that is more than a tenday upriver. They are also very curious about what the group are, and are unfamiliar with the words 'human' and 'half-elf'. As they are talking, Jojen comes to believe there is something familiar about the hairy, net-wrapped thing the kobolds are taking to their dragon. He talks his way into getting a closer look at it, and moves away from the rest of his group into the midst of the kobolds.
Examining the creature, Jojen discovers that his suspicions are correct - this is his hairy orc friend Woo-die, whose carpentry kit was found with the nine dead on the Spring Blossom.He tries to convince the kobolds that Woo-die won't be suitable for their master to eat, but the kobolds don't appear to believe him. So, he begins casting a spell, causing the rest of his friends to jump into action as the kobolds prepare to do battle.
It is a hard fight for the group - the kobolds aren't very strong, but they outnumber the group almost three-to-one. A couple of the kobolds also have nasty tricks to attack with, such as releasing a skunk onto the battlefield and attacking them with scorpions tied to sticks. Jojen, cut off from his friends, falls unconscious. The rest of the group barely finish off the kobolds - with I'Un making a point to only knock out the leader - in time to tend Jojen's wounds and keep him from bleeding to death.
With Jojen stabilized, they search their fallen enemies, finding that they aren't carrying much of value. I'Un decides that he likes the idea of the scorpion on a stick, and deftly ties one of the scorpions to the end of his staff.
And brings this game session comes to an end. Check back next week to discover what happens in Episode 10.
Monday, March 11, 2019
Blossom Fall, Episode 8
Colonial Caerdia: Blossom Fall is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't already familiar with this series, you can find the beginning over here.
You can find the previous episode here.
9th-11th of Waxing Spring, 0 AL
Having rested for the night after the tragic loss of John's cousin Will, our intrepid band of adventurers have decided to explore the flooded cellar of the ruined building they found - only to find, through I'Un entering the water, that it is filled with flesh-eating fish. His screams draw the attention of the morose John, as well as someone else - a high-elf who was travelling up the riverbank, who now creeps closer and hides in the forest's foliage to observe what is causing the ruckus.
Having been healed by Jojen, I'Un is ready to make another foray. He's determined to get the chest they can see down there. To draw off the fish in the water, they decide to throw in the carcass of one of the finned crocodile-like creatures they'd killed yesterday. While they are moving it, the high elf comes closer to get a better look and gets spotted. There's a tense moment at first, but eventually she introduces herself as Leshanna and a semblance of almost-trust is formed, largely due to her willingness to help move the creature over to the water.
They make their way over to the water and toss the creature in, with I'Un following close behind. The corpse distracts some of the fish as I'Un makes his way to the chest, picks it up, and carries it back to the cellar door. He wouldn't have made it that far without Jojen casting a quick healing spell on him. The monk holds the chest above his head, trusting in his group to pull him out - which they do. He scrambles onto dry land, bleeding freely and barely clinging to consciousness. Jojen has no spells left to cast, so John does his best to bandage I'Un's wounds.
They open the chest, finding inside some ruined books, some weathered clothes, a nice cloak that I'Un immediately claims, a pouch of coins none of them recognize - with a dragonborn head on one side and an anvil on the other - and, in the bottom, a smaller metal chest wrapped in black velvet. Vala promptly pulls out her lockpicks and opens this chest. Inside are small pieces of ruined papers, a crude stone statue of a sickle-wielding farmer with a wolf at his side, and five silver sickle amulets.
I'Un informs Vala that while he was in the cellar, he felt something odd in the silt beneath his feet by the chest and the five skeletons, something that didn't feel like rocks. Vala wants to go in for the rest of the treasure, but she's convinced to wait for Jojen to rest up enough to be able to cast more spells. However, another argument is sparked - between those who want to explore more, and those who think it's more important to report back to camp and let people know that there have been other people here before. They eventually decide that they'll return to camp together after one more delve into the cellar.
They rest the day away, and in the late afternoon they prepare for the next venture. This time it's Vala going in, and she's tied her chain around her waist so she can be pulled out. As an additional part of the plan, they've tied some wood to a crocodile-creature corpse so it will float, in the hopes of having more control over where the fish congregate. Jojen lights up the fish with a magical, non-burning fire called faerie fire, Vala is lowered into the water, and the creature thrown in after her. Getting nibbled, Vala makes her way over to the skeletons, then begins scrabbling around in the dirt and silt for whatever she may find there, stuffing what she finds into her pockets.
The rest of the group notice a flaw in their plan as the floating fish bait is in their way of seeing what's happening in the water, so John pushes it to the side. While Vala proves better at avoiding fish teeth than I'Un, the water begins to redden, and Leshanna decides not to wait for Vala's signal to reel her in. Once she starts hauling on the chain, the others join in, except for Jojen, who gets ready to heal Vala should the situation turn dire.
After scrabbling for a few more items, Vala joins in the efforts for her departure, blacking out for a moment until Jojen heals her. Finally, the halfling is dragged back onto dry land and they slam shut the cellar door. She empties her pockets, revealing a handful of copper coins, two silver anvil amulets, a couple of rocks, a piece of bone, and a small key. Vala tests the key on the metal chest and is delighted to find it fits.
Packing up their findings, the group get their boat into the water and begin the journey back downriver to the camp, arriving late on the 11th of Waxing Spring. John immediately heads off to find Opal, with Leshanna following, to tell the captain about what they found. Opal listens with moderate interest to what they tell her, and though the coins are unfamiliar to her, she is able to identify the anvil as the symbol of the goddess Mirinrie, goddess of crafting and tradition, and the sickle as the symbol of Oa, god of summer, agriculture, loyalty, and dedication. John and Leshanna then spend the rest of the day helping Opal unravel ropes and making fishing nets.
I'Un goes off to rest, while Vala goes straight to Lord Krandig, who she shares their discoveries with. Krandig is also able to identify the religious symbology, and believes the statue to be a representation of Oa. He's very interested in this new information, and tosses Vala a handful of gold coins to keep him informed, and is quite eager to have her discover some more civilized lands in this wilderness. Vala also asks about what's been happening in camp, and Krandig informs her that there hasn't been much going on aside from people constructing houses. He, himself, is trying to put together a council of nobles - inspired by I'Un - but some of the other nobles want to set up a more traditional monarchy, and a number of peasants believe that Glavel, the young priest of the Four, should be in charge.
The group reconvene at their camp that night, sharing what information they've learned. I'Un expresses his skepticism about Kranding continuing to provide money, or being someone worthwhile to keep contact with, but the others don't seem to share his concerns. The talk of the evening turns to the proof they've found of other people living here, and that they worshiped the same gods as their own people. Eventually, they head off to sleep.
And that's where this game session comes to a close. Find out what happens next week in Episode 9.
You can find the previous episode here.
9th-11th of Waxing Spring, 0 AL
Having rested for the night after the tragic loss of John's cousin Will, our intrepid band of adventurers have decided to explore the flooded cellar of the ruined building they found - only to find, through I'Un entering the water, that it is filled with flesh-eating fish. His screams draw the attention of the morose John, as well as someone else - a high-elf who was travelling up the riverbank, who now creeps closer and hides in the forest's foliage to observe what is causing the ruckus.
Having been healed by Jojen, I'Un is ready to make another foray. He's determined to get the chest they can see down there. To draw off the fish in the water, they decide to throw in the carcass of one of the finned crocodile-like creatures they'd killed yesterday. While they are moving it, the high elf comes closer to get a better look and gets spotted. There's a tense moment at first, but eventually she introduces herself as Leshanna and a semblance of almost-trust is formed, largely due to her willingness to help move the creature over to the water.
They make their way over to the water and toss the creature in, with I'Un following close behind. The corpse distracts some of the fish as I'Un makes his way to the chest, picks it up, and carries it back to the cellar door. He wouldn't have made it that far without Jojen casting a quick healing spell on him. The monk holds the chest above his head, trusting in his group to pull him out - which they do. He scrambles onto dry land, bleeding freely and barely clinging to consciousness. Jojen has no spells left to cast, so John does his best to bandage I'Un's wounds.
They open the chest, finding inside some ruined books, some weathered clothes, a nice cloak that I'Un immediately claims, a pouch of coins none of them recognize - with a dragonborn head on one side and an anvil on the other - and, in the bottom, a smaller metal chest wrapped in black velvet. Vala promptly pulls out her lockpicks and opens this chest. Inside are small pieces of ruined papers, a crude stone statue of a sickle-wielding farmer with a wolf at his side, and five silver sickle amulets.
I'Un informs Vala that while he was in the cellar, he felt something odd in the silt beneath his feet by the chest and the five skeletons, something that didn't feel like rocks. Vala wants to go in for the rest of the treasure, but she's convinced to wait for Jojen to rest up enough to be able to cast more spells. However, another argument is sparked - between those who want to explore more, and those who think it's more important to report back to camp and let people know that there have been other people here before. They eventually decide that they'll return to camp together after one more delve into the cellar.
They rest the day away, and in the late afternoon they prepare for the next venture. This time it's Vala going in, and she's tied her chain around her waist so she can be pulled out. As an additional part of the plan, they've tied some wood to a crocodile-creature corpse so it will float, in the hopes of having more control over where the fish congregate. Jojen lights up the fish with a magical, non-burning fire called faerie fire, Vala is lowered into the water, and the creature thrown in after her. Getting nibbled, Vala makes her way over to the skeletons, then begins scrabbling around in the dirt and silt for whatever she may find there, stuffing what she finds into her pockets.
The rest of the group notice a flaw in their plan as the floating fish bait is in their way of seeing what's happening in the water, so John pushes it to the side. While Vala proves better at avoiding fish teeth than I'Un, the water begins to redden, and Leshanna decides not to wait for Vala's signal to reel her in. Once she starts hauling on the chain, the others join in, except for Jojen, who gets ready to heal Vala should the situation turn dire.
After scrabbling for a few more items, Vala joins in the efforts for her departure, blacking out for a moment until Jojen heals her. Finally, the halfling is dragged back onto dry land and they slam shut the cellar door. She empties her pockets, revealing a handful of copper coins, two silver anvil amulets, a couple of rocks, a piece of bone, and a small key. Vala tests the key on the metal chest and is delighted to find it fits.
Packing up their findings, the group get their boat into the water and begin the journey back downriver to the camp, arriving late on the 11th of Waxing Spring. John immediately heads off to find Opal, with Leshanna following, to tell the captain about what they found. Opal listens with moderate interest to what they tell her, and though the coins are unfamiliar to her, she is able to identify the anvil as the symbol of the goddess Mirinrie, goddess of crafting and tradition, and the sickle as the symbol of Oa, god of summer, agriculture, loyalty, and dedication. John and Leshanna then spend the rest of the day helping Opal unravel ropes and making fishing nets.
I'Un goes off to rest, while Vala goes straight to Lord Krandig, who she shares their discoveries with. Krandig is also able to identify the religious symbology, and believes the statue to be a representation of Oa. He's very interested in this new information, and tosses Vala a handful of gold coins to keep him informed, and is quite eager to have her discover some more civilized lands in this wilderness. Vala also asks about what's been happening in camp, and Krandig informs her that there hasn't been much going on aside from people constructing houses. He, himself, is trying to put together a council of nobles - inspired by I'Un - but some of the other nobles want to set up a more traditional monarchy, and a number of peasants believe that Glavel, the young priest of the Four, should be in charge.
The group reconvene at their camp that night, sharing what information they've learned. I'Un expresses his skepticism about Kranding continuing to provide money, or being someone worthwhile to keep contact with, but the others don't seem to share his concerns. The talk of the evening turns to the proof they've found of other people living here, and that they worshiped the same gods as their own people. Eventually, they head off to sleep.
And that's where this game session comes to a close. Find out what happens next week in Episode 9.
Saturday, March 02, 2019
Blossom Fall, Episode 7
Colonial Caerdia: Blossom Fall is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't already familiar with this series, you can find the beginning over here.
You can find the previous episode here.
7th-9th of Waxing Spring, 0 AL
Our heroes left off in a public argument with Silence, a tiefling smuggler acquaintance of Vala's. Jojen is very upset about the deaths of his friends, who had been smuggled by Silence, but John and I'Un can see they aren't in the best position, and they don't want to inflame the situation. They both have a quiet word with Jojen, encouraging him to step away from the situation, then leave - off to where Silence has pointed to Vala lurking on the fringes of the activity.
Silence magically amplifies their voice, saying it's clear that Jojen want's a scene, and announces to all who are listening that they are retiring from smuggling - turning over a new leaf in this new world - and that anyone who wants any smuggling done should go to Vala, although anyone who does so should be careful that she might send her thugs after them for no discernible reason.
Finally, Jojen decides to go on his way, saying he'll give Silence the benefit of the doubt - for now. He leaves, and goes off to try to find something strong to drink - finding that he either has to talk to the tiefling Atsnid - which he doesn't want to do - or wait until what the tavern is brewing is ready. The others go their separate ways as well - Vala trading her axes for a length of chain to secure her barrel to a tree and I'Un attempting to get Opal on his side for building a council - though he fails, as the former captain of the Spring Blossom wants to stay clear of leadership, even if it only involves passing on the mantle.
Vala gathers the group together again, suggesting it's time to go out exploring to give people time to forget this day's exploits. Jojen wants to wait until tomorrow - with a keen interest in acquiring some money from Lord Krandig first - but the others talk him around to leaving right away. John fetches one of the long boats for rowing upriver, getting told by the sailors that he and his friends aren't to burn this one. Then he and I'Un attempt to recruit some people to accompany them, returning with nothing but a black eye for John. Will, at least, is willing to come along.
The group set out upriver, passing the cave they had explored previously and continuing on through the forest. As night falls, they pull the boat out of the water and camp up in the trees. The next day, they continue on up the river. Late in the afternoon, John spots a small section of the riverbank that looks like it is made of bricks.
They pull their boat up on the shore, flipping it over and concealing it in the brush. Slowly and carefully, they approach along the shoreline. As they draw close to the right spot, they see a greenish fin sticking up out of a hollow in the ground. I'Un rushes up to draw out whatever it is - whacking it on the head and accepting a nasty bite as he runs off to the side, slightly more concerned now that he's seen three more of the creatures in the hollow.
Vala shoots the fin, and Jojen casts his sleep spell over the hollow - he's relieved for a moment, seeing the fin fall over, before three more of the creatures come charging out - looking much like crocodiles with fins on their backs. One of them takes a bite out of I'Un, while the others charge in at the group. Jojen can also hear some splashing from the direction of the river.
Will rushes in to stab one of the creatures with his spear, while John shoots an arrow at the creature harassing the heavily-wounded I'Un, allowing the monk to finish it off before retreating to Jojen's side where he receives healing from the bard. Vala tosses her bow aside in favor of her rapier, then steps in to stab one of the creatures - which bites back. The fin of a new creature begins approaching them from out in the river. The other land-bound crocodile-like creature lunges forward, tearing a hole in Will's stomach. Will drops to the ground, dead.
Seeing the death of his cousin - the only other surviving member of his tribe - John trows aside his bow and charges in with his rapier, stabbing furiously at the creature responsible, but in his rage he doesn't even hit it. Will's death also rallies the others, and though they take a few more wounds, they manage to finish off the creatures - even the new one that comes in from the river.
Jojen and I'Un attempt to offer condolences to John, but John insists on being alone - dragging Will's body off into the woods to bury him. The others take a look at the hollow the creatures have dug out. They find what looks like the mostly-buried remains of the foundation of a building. I'Un also notices, one of those strange circle-oval clusters on the bricks, and the corner of a buried trapdoor. However, it is getting late, and they have wounds to tend, so they decide to wait until tomorrow. They camp up in a tree again, except for John who is unwilling to leave Will's grave.
In the morning, they finally convince John to come away from Will's grave, though he spends his time skipping stones into the river rather than helping the others unearth the trapdoor. It takes a while, since they have no shovels, but they manage to clear the trapdoor and pry it open with their crowbars. Below they see what looks like a flooded cellar with fish swimming in and out of a hole out to the river. There is a decrepit-looking wooden chest, along with five corpses.
I'Un lowers himself into the water as carefully as possible, not even causing a ripple, intending to investigate further. When he lets out a surprised yell, John come running to see Jojen and Vala pulling I'Un out of the water, legs bloody from the fish that decided to snack on him. Jojen instinctively casts sleep on the swarming fish in the freshly bloodied water, but it doesn't seem to have that much impact on the hungry creatures.
And that brings an end to this game session. Come back next week to see what happens next in Episode 8.
You can find the previous episode here.
7th-9th of Waxing Spring, 0 AL
Our heroes left off in a public argument with Silence, a tiefling smuggler acquaintance of Vala's. Jojen is very upset about the deaths of his friends, who had been smuggled by Silence, but John and I'Un can see they aren't in the best position, and they don't want to inflame the situation. They both have a quiet word with Jojen, encouraging him to step away from the situation, then leave - off to where Silence has pointed to Vala lurking on the fringes of the activity.
Silence magically amplifies their voice, saying it's clear that Jojen want's a scene, and announces to all who are listening that they are retiring from smuggling - turning over a new leaf in this new world - and that anyone who wants any smuggling done should go to Vala, although anyone who does so should be careful that she might send her thugs after them for no discernible reason.
Finally, Jojen decides to go on his way, saying he'll give Silence the benefit of the doubt - for now. He leaves, and goes off to try to find something strong to drink - finding that he either has to talk to the tiefling Atsnid - which he doesn't want to do - or wait until what the tavern is brewing is ready. The others go their separate ways as well - Vala trading her axes for a length of chain to secure her barrel to a tree and I'Un attempting to get Opal on his side for building a council - though he fails, as the former captain of the Spring Blossom wants to stay clear of leadership, even if it only involves passing on the mantle.
Vala gathers the group together again, suggesting it's time to go out exploring to give people time to forget this day's exploits. Jojen wants to wait until tomorrow - with a keen interest in acquiring some money from Lord Krandig first - but the others talk him around to leaving right away. John fetches one of the long boats for rowing upriver, getting told by the sailors that he and his friends aren't to burn this one. Then he and I'Un attempt to recruit some people to accompany them, returning with nothing but a black eye for John. Will, at least, is willing to come along.
The group set out upriver, passing the cave they had explored previously and continuing on through the forest. As night falls, they pull the boat out of the water and camp up in the trees. The next day, they continue on up the river. Late in the afternoon, John spots a small section of the riverbank that looks like it is made of bricks.
They pull their boat up on the shore, flipping it over and concealing it in the brush. Slowly and carefully, they approach along the shoreline. As they draw close to the right spot, they see a greenish fin sticking up out of a hollow in the ground. I'Un rushes up to draw out whatever it is - whacking it on the head and accepting a nasty bite as he runs off to the side, slightly more concerned now that he's seen three more of the creatures in the hollow.
Vala shoots the fin, and Jojen casts his sleep spell over the hollow - he's relieved for a moment, seeing the fin fall over, before three more of the creatures come charging out - looking much like crocodiles with fins on their backs. One of them takes a bite out of I'Un, while the others charge in at the group. Jojen can also hear some splashing from the direction of the river.
Will rushes in to stab one of the creatures with his spear, while John shoots an arrow at the creature harassing the heavily-wounded I'Un, allowing the monk to finish it off before retreating to Jojen's side where he receives healing from the bard. Vala tosses her bow aside in favor of her rapier, then steps in to stab one of the creatures - which bites back. The fin of a new creature begins approaching them from out in the river. The other land-bound crocodile-like creature lunges forward, tearing a hole in Will's stomach. Will drops to the ground, dead.
Seeing the death of his cousin - the only other surviving member of his tribe - John trows aside his bow and charges in with his rapier, stabbing furiously at the creature responsible, but in his rage he doesn't even hit it. Will's death also rallies the others, and though they take a few more wounds, they manage to finish off the creatures - even the new one that comes in from the river.
Jojen and I'Un attempt to offer condolences to John, but John insists on being alone - dragging Will's body off into the woods to bury him. The others take a look at the hollow the creatures have dug out. They find what looks like the mostly-buried remains of the foundation of a building. I'Un also notices, one of those strange circle-oval clusters on the bricks, and the corner of a buried trapdoor. However, it is getting late, and they have wounds to tend, so they decide to wait until tomorrow. They camp up in a tree again, except for John who is unwilling to leave Will's grave.
In the morning, they finally convince John to come away from Will's grave, though he spends his time skipping stones into the river rather than helping the others unearth the trapdoor. It takes a while, since they have no shovels, but they manage to clear the trapdoor and pry it open with their crowbars. Below they see what looks like a flooded cellar with fish swimming in and out of a hole out to the river. There is a decrepit-looking wooden chest, along with five corpses.
I'Un lowers himself into the water as carefully as possible, not even causing a ripple, intending to investigate further. When he lets out a surprised yell, John come running to see Jojen and Vala pulling I'Un out of the water, legs bloody from the fish that decided to snack on him. Jojen instinctively casts sleep on the swarming fish in the freshly bloodied water, but it doesn't seem to have that much impact on the hungry creatures.
And that brings an end to this game session. Come back next week to see what happens next in Episode 8.
Monday, February 25, 2019
Blossom Fall, Episode 6
Colonial Caerdia: Blossom Fall is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't already familiar with this series, you can find the beginning over here.
You can find the previous episode here.
5th-7th of Waxing Spring, 0 AL
I'Un and Vala have just returned from a nighttime excursion out the the Spring Blossom, where they discovered the corpses of nine extremely hairy orcs concealed in a compartment below the cargo hold. Vala swears I'Un to secrecy before they go to bed, saying that they don't know who they can trust, and that she'll get to the bottom of this - and hopefully have someone to blackmail at the end of it.
In the morning, Vala heads off searching for someone somewhat nefarious that she can rely upon for information relating to shady dealings, and is surprised to find a relatively friendly face. Silence is a light red tiefling who was something of a friendly rival back in New Drovinaar. Vala approaches them and asks them to replace Roach, an mutual friend of theirs who had connections to the larger criminal world. Silence is open to the idea, and is more than willing to accept payment to go searching for information about the dead orcs - with a promise for more to come if they find results.
I'Un sets out to spend his day crafting bear-tooth hand-wraps. He is soon approached by John looking to ask some questions, however the conversation is very quickly derailed when I'Un accidentally lets slip about his and Vala's trip to the ship. The monk tries to cover up his mistake, but John easily sees through his lies and presses him for more of the truth, with I'Un finally saying that John needs to ask Vala if he wants to know anything else.
John reports to Jojen about what he's learned from I'Un, then goes off on Jojen's request to see if there might be any horses available that they could use for exploration. When I'Un takes a break from his work to talk to Jojen about a plan he's been working on to impose some structure on their little society - consisting of a council formed by the five strongest people - as determined by a tournament. Jojen expresses that this could be a good idea, as there is currently no functioning leadership or organization and buildings are being constructed wherever people feel like building them, however he turns the conversation to the concerning matter of this expedition out to the Spring Blossom. I'Un once again displays his ineptitude for lying, and finally says that Vala must be asked for any other information before returning to his project.
Jojen decides it's time to pay Vala a visit, and finds her quite irritated that I'Un couldn't keep quiet about their venture. She reveals very little about what had happened, making up for I'Un's lack of lying skills - at least until John shows up, coming back with news that there are too few horses for them to acquire one, and catches the end of the conversation. I'Un had told John more, and from that information, Vala is persuaded to share with them the carpenters' kit that was found. Jojen convinces her to let him have the kit in the hopes of finding a carpenter to work for them.
John goes off to find Will so they can join a foraging party for the rest of the day. Jojen heads towards Glavel and the under-construction temple, however on the way he's examining the toolkit and he recognizes some of the kit's design as his own. Suddenly keenly aware of who the kit's proper owner is, he rushes back to talk to Vala, revealing that this kit belonged to a friend of his - part of a band of a band of roving, barbarian mostly-orcs called the H'rst'ut. Hearing this, Vala curses about pre-paying Silence for information that she just discovered on her own, then tells Jojen about the nine dead hairy forms below the cargo hold. Jojen makes her take him out to the ship, where they re-open the secret compartment and he becomes certain that these are some of his friends.
They return to shore and Jojen pays a visit to the captain, asking her what she knows about this situation. Captain Opal is taken completely by surprise, and agrees to investigate this matter, as well as to inform Jojen after it was done so he could perform funeral rites.
By evening, the investigation is done with no new information. Jojen recruits one of the sailors, Vala, and John to help him bring the bodies to land while I'Un takes a moment to propose his council-tournament to Lord Krandig. The nobleman likes the idea of a council, but he says it should be a council of nobles - not one made up of the strongest members of the settlement, as strength is no manner to determine leadership skills and nobles were born to lead. I'Un and Krandig part, none too happy with the others' opinions.
I'Un then joins Jojen, Vala, and John for the funeral ceremony, where eight of the nine H'rst'ut are set off in a boat to a funeral dirge, then set alight. The ninth of the group, Jojen removes the hairy disguise from, revealing her to be his elven love in disguise. Before she can be taken off for a proper burial, an attack comes in the form of strange creatures that seem to be a cross between bats and mosquitoes. The group defeats them fairly quickly, thanks to a sleep spell from Jojen (which also puts I'Un to sleep). They then take the final body to Glavel for a funeral more appropriate for her before heading to bed for the night.
The next day, Vala wakes to find she isn't where she went to sleep. The barrel she sleeps in has been moves out into the ocean, just far enough that her weight has it resting in the shallows and that the waves won't splash inside. From out on the beach, she is greeted by a laughing Silence. Vala tries to vent some of her rage at her predicament by shooting an arrow at Silence, but she misses. Hoping to maintain at least some of her dignity, Vala performs an admirable leap out of the barrel, managing to keep enough of her weight on the barrel to keep it touching the shallows until she clears it. The barrel leaps into the air behind her and lands with a splash.
Dragging the barrel in one hand and drawing her rapier with the other, Vala storms up onto the beach, waving her rapier at the unconcerned Silence, who chides her for having no sense of humor and informs her that they have acquired the information she wanted. Vala says she already has it, which surprises Silence, who asks what Vala knows in case they have more information than Vala has. Vala is unwilling to part with her information, and Silence won't say anything until paid. After dropping Jojen's name, and finding that Silence has a different name, Vala caves and pays Silence five more gold to learn that the smuggling operation was paid for by one of the hairy orc types, named Da-Beat, and that ten of them had been smuggled onto the ship. Vala presses for Silence's informant, but Silence won't give them up - until Vala offers enough gold. With fifteen more gold handed over, Silence reveals that they were their own informant - as they had performed the smuggling job. Silence swans off to the incoherent rage of Vala.
Vala makes her way back to her companions' campsite, where they ask about her soggy foul mood, to which she mutters something about Silence, then tells Jojen what she's learned about his friends. Jojen is happy to hear that his good friend Da-Beat wasn't on the ship, but he has some concerns about this Silence character - especially once he leans they are a tiefling. In fact, throughout the morning as he, John, and I'Un help Makkar, the dragonborn tanner, finish his house, Jojen's internal anger is coming to a boil. He goes to ask Vala if she's okay with Silence being taught a lesson, and Vala expresses that Silence will be quite useful to her, but she would be very happy to see them taken down a peg. Several pegs, at that. But she doesn't want Silence to know there's any connection to her.
So, Jojen gathers John and a reluctant I'Un and track down Silence while Vala lurks off in the distance, watching with delight to see what will happen. It takes some time, but they eventually find Silence working on constructing one of the fancier buildings - the one for Atsnid, a tiefling Vala knows is looking to establish herself as a merchant. Not wanting a public scene, I'Un tries to lure Silence away from the work site by telling them that Vala has information for them - but Silence doesn't buy it.
Unwilling to let this thwart him, Jojen marches right up, calling out Silence as a smuggler and blaming them for the deaths of his friends. Silence, however, holds their own as a curious crowd gathers, providing Jojen with a contract that he can verify Da-Beat's signature on - one that acknowledges the dangers of the trip and does not include a safe arrival, as Silence wasn't meant to remain on the ship. However, this doesn't make Jojen feel any better, and he continues on with the crowd growing - heedless of the image he's painting himself, John, and I'Un, and the fact that he's publicly announcing that Vala is a smuggler who snuck I'Un onto the ship. All he cares about is tearing down Silence - who deflects what damage they can to their own reputation by bringing the attention back to Jojen and his accomplices and what they are doing. Wanting to strike a solid blow, Silence asks Jojen why it is that he is here harassing them rather than out looking for his unaccounted for friend.
And that brought this game session to an end. Check back next week to find out what happens next in Episode 7.
You can find the previous episode here.
5th-7th of Waxing Spring, 0 AL
I'Un and Vala have just returned from a nighttime excursion out the the Spring Blossom, where they discovered the corpses of nine extremely hairy orcs concealed in a compartment below the cargo hold. Vala swears I'Un to secrecy before they go to bed, saying that they don't know who they can trust, and that she'll get to the bottom of this - and hopefully have someone to blackmail at the end of it.
In the morning, Vala heads off searching for someone somewhat nefarious that she can rely upon for information relating to shady dealings, and is surprised to find a relatively friendly face. Silence is a light red tiefling who was something of a friendly rival back in New Drovinaar. Vala approaches them and asks them to replace Roach, an mutual friend of theirs who had connections to the larger criminal world. Silence is open to the idea, and is more than willing to accept payment to go searching for information about the dead orcs - with a promise for more to come if they find results.
I'Un sets out to spend his day crafting bear-tooth hand-wraps. He is soon approached by John looking to ask some questions, however the conversation is very quickly derailed when I'Un accidentally lets slip about his and Vala's trip to the ship. The monk tries to cover up his mistake, but John easily sees through his lies and presses him for more of the truth, with I'Un finally saying that John needs to ask Vala if he wants to know anything else.
John reports to Jojen about what he's learned from I'Un, then goes off on Jojen's request to see if there might be any horses available that they could use for exploration. When I'Un takes a break from his work to talk to Jojen about a plan he's been working on to impose some structure on their little society - consisting of a council formed by the five strongest people - as determined by a tournament. Jojen expresses that this could be a good idea, as there is currently no functioning leadership or organization and buildings are being constructed wherever people feel like building them, however he turns the conversation to the concerning matter of this expedition out to the Spring Blossom. I'Un once again displays his ineptitude for lying, and finally says that Vala must be asked for any other information before returning to his project.
Jojen decides it's time to pay Vala a visit, and finds her quite irritated that I'Un couldn't keep quiet about their venture. She reveals very little about what had happened, making up for I'Un's lack of lying skills - at least until John shows up, coming back with news that there are too few horses for them to acquire one, and catches the end of the conversation. I'Un had told John more, and from that information, Vala is persuaded to share with them the carpenters' kit that was found. Jojen convinces her to let him have the kit in the hopes of finding a carpenter to work for them.
John goes off to find Will so they can join a foraging party for the rest of the day. Jojen heads towards Glavel and the under-construction temple, however on the way he's examining the toolkit and he recognizes some of the kit's design as his own. Suddenly keenly aware of who the kit's proper owner is, he rushes back to talk to Vala, revealing that this kit belonged to a friend of his - part of a band of a band of roving, barbarian mostly-orcs called the H'rst'ut. Hearing this, Vala curses about pre-paying Silence for information that she just discovered on her own, then tells Jojen about the nine dead hairy forms below the cargo hold. Jojen makes her take him out to the ship, where they re-open the secret compartment and he becomes certain that these are some of his friends.
They return to shore and Jojen pays a visit to the captain, asking her what she knows about this situation. Captain Opal is taken completely by surprise, and agrees to investigate this matter, as well as to inform Jojen after it was done so he could perform funeral rites.
By evening, the investigation is done with no new information. Jojen recruits one of the sailors, Vala, and John to help him bring the bodies to land while I'Un takes a moment to propose his council-tournament to Lord Krandig. The nobleman likes the idea of a council, but he says it should be a council of nobles - not one made up of the strongest members of the settlement, as strength is no manner to determine leadership skills and nobles were born to lead. I'Un and Krandig part, none too happy with the others' opinions.
I'Un then joins Jojen, Vala, and John for the funeral ceremony, where eight of the nine H'rst'ut are set off in a boat to a funeral dirge, then set alight. The ninth of the group, Jojen removes the hairy disguise from, revealing her to be his elven love in disguise. Before she can be taken off for a proper burial, an attack comes in the form of strange creatures that seem to be a cross between bats and mosquitoes. The group defeats them fairly quickly, thanks to a sleep spell from Jojen (which also puts I'Un to sleep). They then take the final body to Glavel for a funeral more appropriate for her before heading to bed for the night.
The next day, Vala wakes to find she isn't where she went to sleep. The barrel she sleeps in has been moves out into the ocean, just far enough that her weight has it resting in the shallows and that the waves won't splash inside. From out on the beach, she is greeted by a laughing Silence. Vala tries to vent some of her rage at her predicament by shooting an arrow at Silence, but she misses. Hoping to maintain at least some of her dignity, Vala performs an admirable leap out of the barrel, managing to keep enough of her weight on the barrel to keep it touching the shallows until she clears it. The barrel leaps into the air behind her and lands with a splash.
Dragging the barrel in one hand and drawing her rapier with the other, Vala storms up onto the beach, waving her rapier at the unconcerned Silence, who chides her for having no sense of humor and informs her that they have acquired the information she wanted. Vala says she already has it, which surprises Silence, who asks what Vala knows in case they have more information than Vala has. Vala is unwilling to part with her information, and Silence won't say anything until paid. After dropping Jojen's name, and finding that Silence has a different name, Vala caves and pays Silence five more gold to learn that the smuggling operation was paid for by one of the hairy orc types, named Da-Beat, and that ten of them had been smuggled onto the ship. Vala presses for Silence's informant, but Silence won't give them up - until Vala offers enough gold. With fifteen more gold handed over, Silence reveals that they were their own informant - as they had performed the smuggling job. Silence swans off to the incoherent rage of Vala.
Vala makes her way back to her companions' campsite, where they ask about her soggy foul mood, to which she mutters something about Silence, then tells Jojen what she's learned about his friends. Jojen is happy to hear that his good friend Da-Beat wasn't on the ship, but he has some concerns about this Silence character - especially once he leans they are a tiefling. In fact, throughout the morning as he, John, and I'Un help Makkar, the dragonborn tanner, finish his house, Jojen's internal anger is coming to a boil. He goes to ask Vala if she's okay with Silence being taught a lesson, and Vala expresses that Silence will be quite useful to her, but she would be very happy to see them taken down a peg. Several pegs, at that. But she doesn't want Silence to know there's any connection to her.
So, Jojen gathers John and a reluctant I'Un and track down Silence while Vala lurks off in the distance, watching with delight to see what will happen. It takes some time, but they eventually find Silence working on constructing one of the fancier buildings - the one for Atsnid, a tiefling Vala knows is looking to establish herself as a merchant. Not wanting a public scene, I'Un tries to lure Silence away from the work site by telling them that Vala has information for them - but Silence doesn't buy it.
Unwilling to let this thwart him, Jojen marches right up, calling out Silence as a smuggler and blaming them for the deaths of his friends. Silence, however, holds their own as a curious crowd gathers, providing Jojen with a contract that he can verify Da-Beat's signature on - one that acknowledges the dangers of the trip and does not include a safe arrival, as Silence wasn't meant to remain on the ship. However, this doesn't make Jojen feel any better, and he continues on with the crowd growing - heedless of the image he's painting himself, John, and I'Un, and the fact that he's publicly announcing that Vala is a smuggler who snuck I'Un onto the ship. All he cares about is tearing down Silence - who deflects what damage they can to their own reputation by bringing the attention back to Jojen and his accomplices and what they are doing. Wanting to strike a solid blow, Silence asks Jojen why it is that he is here harassing them rather than out looking for his unaccounted for friend.
And that brought this game session to an end. Check back next week to find out what happens next in Episode 7.
Friday, February 15, 2019
Blossom Fall, Episode 5
Colonial Caerdia: Blossom Fall is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't already familiar with this series, you can find the beginning over here.
You can find the previous episode here.
4th-5th of Waxing Spring, 0 AL
After resting for a while, out team of heroes is ready to continue on - though Conrad appears to have wandered off without anyone noticing. John takes some time to skin the bears - getting a good pelt from one, but completely mangling the other one beyond use. I'Un acquires the intestines of one of the bears for a project he has in mind, as well as some teeth, and Vala takes a look around - noticing what looks to be a vein of ore - possibly iron - in the cave wall, as well as some odd markings on the stone - occasional clusters of circles and ovals on the walls and floors. She points them out to the others, who can't make head nor tail of them, though they think that they may, perhaps, be some kind of language.
Ready to move on and explore the caves some more, John and Vala sneak off to scout the way. John continues up the growing tunnel where they found the bear, soon finding it to get steeper until it opens upwards with a tree's roots climbing down the side. He climbs up the claw-marked roots and finds himself in the woods with the sound of the river nearby. Vala lights a torch and continues down into the tapering tunnel, choosing to go straight at the intersection. It continues to taper as it twists, getting smaller and smaller until even short Vala has to crawl the last few feet to where the tunnel comes to a rounded end. She doesn't find anything other than more of those strange clustered markings.
Vala and John both return to the others, arriving at about the same time and reporting their findings. Moving as a group, they head off to investigate the final passage in the cave, with John sneaking ten feet ahead of the group to scout the way. This way also tapers, getting smaller as it twists and progresses. John reaches a point where it's too small for him to walk upright and signals back to the others to let them know before he bends down to see what's down there and hits his eye on a rock - letting out a yell that alarms the others until they figure out what happened.
Since they're paused, Jojen asks the others to wait for ten minutes while he casts a spell that allows him to understand any written language so he can take a closer look at the strange circle-and-oval clusters that are down here as well. While he's casting, I'Un announces that he thinks there's something organic in nature about the symbols, and the tunnels, but neither seem naturally forming or man-made. Jojen's spell also reveals that the markings don't translate as any kind of written language.
Concerned that they may be getting into something they aren't prepared for, they decide to return home - bringing what bear meat they can. After arriving, I'Un spends the rest of the evening tracking down a leather worker, finally finding a green dragonborn name Makkar who agrees to lend him his tools in exchange for help building his house.
John and Jojen visit Lord Krandig. Jojen suggests that he may be able to turn Krandig's money into jewelry to fund a house for them to live in - which Krandig agrees to as a possibility, as well as agreeing that he wouldn't mind having Jojen in his house as one of his vessels. John, on the other hand, offers membership in his tribe to Krandig and Jojen. Jojen doesn't outright accept, but shows some interest in the idea. Krandig, on the other hand, turns down the offer, as he has no interest in a tribal life - but he says he'll consider it in the future if the tribe grows larger than two people, and seems like it would be a worthwhile investment. After John leaves, Jojen convinces Krandig of the benefits of having two homes - one here at the settlement, and one perhaps further inland, in case of anything horrible happening to the settlement. Krandig likes the idea of having a country home, and Jojen goes off to share similar thoughts with John.
Vala decides to skulk around camp, keeping her eyes open for anything shady. She doesn't find anything amiss, but her attention is caught by a tiefling with gazelle horns who is making deals and arranging trades between people. After following her for a while, Vala approaches her and introduces herself, learning the tiefling's name is Atsnid and she's intending to set up some kind of shop. Vala lets her know she's good at acquiring things, and walks away confident they will have dealings in the future, and a possible future deal for a jewelers' kit for Jojen.
The next day, I'Un spends the day helping Makkar with his house and getting advice for the design of his project. Jojen looks around for carpenters to help work on Krandig's house, but only finds ones that are already occupied - working on a Temple of the Four with Glavel, the former high priest's assistant, working on a project for a gazelle-horned tiefling, and working on a tavern with Wyatt, a fellow bard. He also makes a deal with Makkar to help build his house in exchange for being permitted to build a small forge nearby Makkar's workshop that the dragonborn can keep an eye on for him.
In the evening, I'Un joins Vala in skulking around the camp, looking for any problems, but they're suddenly hit with the idea of going back to search the Spring Blossom. It's a bit of a hassle rowing out to the ship, as Vala's vain efforts set them spinning in circles, but they make it and they begin looking for any treasures left behind, or signs of people living on the ship. They find nothing until, down in the cargo hold, they notice a bad smell - something halfway between rot and wet dog. I'Un punches through a plank, revealing an open space below.
Lighting a torch, Vala drops down into the cramped, watery space below. She spots several hairy mounds. After poking and prodding at them, she determines that they are certainly not alive. I'Un joins her, and they discover that there are nine very hairy, very dead orcs in this hidden pocket that was entirely sealed - apart from the hole opening out into the ocean. The orcs are surprisingly well dressed for orcs, but the only item of value on them is a set of carpenters' tools.
Taking the tools, Vala and I'Un depart the cubby, replacing the broken plank with one from a deck above. They then set to rowing back to sure, determined to get some questions answered - but with no idea who they might be able to trust.
And that's where this game session comes to an end. Come back next week to (maybe) find out more about these mysterious hairy orcs in Episode 6.
You can find the previous episode here.
4th-5th of Waxing Spring, 0 AL
After resting for a while, out team of heroes is ready to continue on - though Conrad appears to have wandered off without anyone noticing. John takes some time to skin the bears - getting a good pelt from one, but completely mangling the other one beyond use. I'Un acquires the intestines of one of the bears for a project he has in mind, as well as some teeth, and Vala takes a look around - noticing what looks to be a vein of ore - possibly iron - in the cave wall, as well as some odd markings on the stone - occasional clusters of circles and ovals on the walls and floors. She points them out to the others, who can't make head nor tail of them, though they think that they may, perhaps, be some kind of language.
Ready to move on and explore the caves some more, John and Vala sneak off to scout the way. John continues up the growing tunnel where they found the bear, soon finding it to get steeper until it opens upwards with a tree's roots climbing down the side. He climbs up the claw-marked roots and finds himself in the woods with the sound of the river nearby. Vala lights a torch and continues down into the tapering tunnel, choosing to go straight at the intersection. It continues to taper as it twists, getting smaller and smaller until even short Vala has to crawl the last few feet to where the tunnel comes to a rounded end. She doesn't find anything other than more of those strange clustered markings.
Vala and John both return to the others, arriving at about the same time and reporting their findings. Moving as a group, they head off to investigate the final passage in the cave, with John sneaking ten feet ahead of the group to scout the way. This way also tapers, getting smaller as it twists and progresses. John reaches a point where it's too small for him to walk upright and signals back to the others to let them know before he bends down to see what's down there and hits his eye on a rock - letting out a yell that alarms the others until they figure out what happened.
Since they're paused, Jojen asks the others to wait for ten minutes while he casts a spell that allows him to understand any written language so he can take a closer look at the strange circle-and-oval clusters that are down here as well. While he's casting, I'Un announces that he thinks there's something organic in nature about the symbols, and the tunnels, but neither seem naturally forming or man-made. Jojen's spell also reveals that the markings don't translate as any kind of written language.
Concerned that they may be getting into something they aren't prepared for, they decide to return home - bringing what bear meat they can. After arriving, I'Un spends the rest of the evening tracking down a leather worker, finally finding a green dragonborn name Makkar who agrees to lend him his tools in exchange for help building his house.
John and Jojen visit Lord Krandig. Jojen suggests that he may be able to turn Krandig's money into jewelry to fund a house for them to live in - which Krandig agrees to as a possibility, as well as agreeing that he wouldn't mind having Jojen in his house as one of his vessels. John, on the other hand, offers membership in his tribe to Krandig and Jojen. Jojen doesn't outright accept, but shows some interest in the idea. Krandig, on the other hand, turns down the offer, as he has no interest in a tribal life - but he says he'll consider it in the future if the tribe grows larger than two people, and seems like it would be a worthwhile investment. After John leaves, Jojen convinces Krandig of the benefits of having two homes - one here at the settlement, and one perhaps further inland, in case of anything horrible happening to the settlement. Krandig likes the idea of having a country home, and Jojen goes off to share similar thoughts with John.
Vala decides to skulk around camp, keeping her eyes open for anything shady. She doesn't find anything amiss, but her attention is caught by a tiefling with gazelle horns who is making deals and arranging trades between people. After following her for a while, Vala approaches her and introduces herself, learning the tiefling's name is Atsnid and she's intending to set up some kind of shop. Vala lets her know she's good at acquiring things, and walks away confident they will have dealings in the future, and a possible future deal for a jewelers' kit for Jojen.
The next day, I'Un spends the day helping Makkar with his house and getting advice for the design of his project. Jojen looks around for carpenters to help work on Krandig's house, but only finds ones that are already occupied - working on a Temple of the Four with Glavel, the former high priest's assistant, working on a project for a gazelle-horned tiefling, and working on a tavern with Wyatt, a fellow bard. He also makes a deal with Makkar to help build his house in exchange for being permitted to build a small forge nearby Makkar's workshop that the dragonborn can keep an eye on for him.
In the evening, I'Un joins Vala in skulking around the camp, looking for any problems, but they're suddenly hit with the idea of going back to search the Spring Blossom. It's a bit of a hassle rowing out to the ship, as Vala's vain efforts set them spinning in circles, but they make it and they begin looking for any treasures left behind, or signs of people living on the ship. They find nothing until, down in the cargo hold, they notice a bad smell - something halfway between rot and wet dog. I'Un punches through a plank, revealing an open space below.
Lighting a torch, Vala drops down into the cramped, watery space below. She spots several hairy mounds. After poking and prodding at them, she determines that they are certainly not alive. I'Un joins her, and they discover that there are nine very hairy, very dead orcs in this hidden pocket that was entirely sealed - apart from the hole opening out into the ocean. The orcs are surprisingly well dressed for orcs, but the only item of value on them is a set of carpenters' tools.
Taking the tools, Vala and I'Un depart the cubby, replacing the broken plank with one from a deck above. They then set to rowing back to sure, determined to get some questions answered - but with no idea who they might be able to trust.
And that's where this game session comes to an end. Come back next week to (maybe) find out more about these mysterious hairy orcs in Episode 6.
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