Showing posts with label Story. Show all posts
Showing posts with label Story. Show all posts

Saturday, June 18, 2016

Campaign Recap Part 2: 990-993 YK

April 990-December 993 YK: 

In April, 990 YK, Prince Oargev got word that an information broker in Sharn was selling the location of an item of ancient power called the Heart of Flame. It was advertised to be an almost inexhaustible source of arcane might, and the prince was determined to get his hands on it.

Oargev, Istav, Martin, Bas'shi, and Tact traveled by lightning rail to Sharn in order to secure the artifact's location. In Sharn, they ran into the Order of the Emerald Claw and an expedition from Thrane, all after the same information. Only the Thrannish and Cyran contingents left the city with the information, both on the lightning rail, headed north, for their destination, Icewhite Island. 

The Thrannish contingent was most notable due to its commander, a Paladin named Jared Daran. He and Istav got along very well, despite the fact that they were vying for the same ancient artifact. This meeting laid the groundwork for a very close future relationship between Oargev's government and Thrane. 

In Stormhome, the Thrannish expedition booked passage on one of the fastest sailing vessels in Lyrandar's fleet. Fortunately, Prince Oargev (let's be honest-Istav) secured the use of one of Lyrandar's fledgling airships, the Strikes Twice. This made all the difference in Prince Oargev's success in securing The Heart of Flame, which proved to be every bit as powerful as reported.

In one sense, this success spelled doom for Cyre. In a much greater sense, this success saved the world from a free and unrestrained Laz Shathoom, also known as the Lord of Mourning. Had Thrane or Karrnath secured this artifact and used it, they would have released him from his prison. Cyre was able to re-imprison him instantaneously-unfortunately, it cost them their nation.

Queen Dannel's Arcane Council went to immediate work drawing up ways to utilize the power in the Heart of Flame. A massive epic spell was developed which would activate a defensive perimeter around the entire nation, preventing invading armies from passing through. 

In the years following this expedition, Prince Oargev developed something of a shadow government separate from his mother's government. While Oargev continued to publicly work for the Queen, leading troops against the Captain of Corpses, defending Cyran territory in the Battle of the Cauldron, and placing the focii for the defensive ritual, his allies were making diplomatic ties to the Valenar, Thrane, and Breland.

World leaders rose and fell. Random poems started popping up in publications around the world by a man called Halmander, the Dragontongue. Prince Oargev and his followers took notice and organized the poems into a series of prophecies describing a year of signs and tragedies that would be inflicted upon Cyre before a great calamity. His shadow government began making preparations to prevent-and then when it became clear that prevention could end the world- minimize the damage to Cyran life and property.

The signs began, Prince Oargev and his followers became believers in the end of Cyre. Others read the signs and began reacting in their own ways, hurtling the world towards the Day of Mourning.

The poems that predicted the end are included below:

1. Signs
These thirteen signs shall break the proudest jewel
of Galifar’s mighty, prosp’rous lands:
The first shall show both time and death a fool,
The second dim the sun with misty bands.
Beasts not of this world next month appears,
For thirteen days no cock will ever crow,
Then rain will fall not water, but as tears
For never-ending heat that all shall know.
Thirteen beasts of every herd shall die.
The wash of soured wines shall make a flood.
Thirteen days of tears the makers cry,
Then the nation’s river runs with blood.
When moons go dark and dreams are things men share-
Even bold men of the Jewel should beware.

2. Decay
Death, you are not death when nothing fades,
When power robs you of corrupting grasp.
Though our spirits go unto the shades
Not so our bodies after dying rasp.
My true love, though she died a decade past
Lays just as sweetly on her final bed.
Her ruby lips and sparkling eyes will last
Even after all the world is dead.
Though poets write of powers in their verse
To save the lives of loves beyond their graves,
Not through my words but by its dire curse,
My love’s fair skin, forever, Evil saves.
Because today until the last tomorrow
My love lies deep within the Land of Sorrow.

3. Sunlight
In every land the sun rises at break
Of day and brings with it a happy dawn.
Except where, due to arrogant mistake,
Within that land sunlight’s warm face is gone.
For four long months we’ve never seen the sun.
We’ve only mists and clouds to clothe our sky.
I fear, before this gloomy spring is done
That every man of heart will wish to die.
For sunlight is the food that feeds the soul
And sunlight makes our loves and hopes to grow-
Only in the sun are we made whole.
For in the dark our bravery will go.
But soon, when sunlight sees this place at last,
We’ll wish these mists and clouds had never passed.

4. Beasts
In the forests of our mighty land
Ran deer, flew birds, stalked wolves, and swam the fish.
More things exist than e’er we’ll understand
And if we understood, well might we wish
To unremember things that we have learned
For there are things no man was meant to know.
But things once seen into our minds are burned
And force us, our innocence, outgrow.
Seek not the secrets locked behind the trees.
Seek not to know the things that nature’s hid.
For seekers will be brought unto their knees
For seeking that which nature has forbid.
But in these days no nature can be found
When forests stand on curséd, mourning ground.

5. Time
Who greets the morning with a one-note song
And rules his land with claw and garments fair?
He fathers armored children by the throng;
He’s calléd by the name of Chanticleer.
He is the herald of the morning sun
He is the cock that starts us on our way.
But once our days of sorrow have begun
For one less than two weeks his voice will stay.
In morning silence, we won’t know the hour
In mourning silence we’ll regret our loss.
This silent herald ushers in the power
That wipes us from the land like worthless dross.
The rooster who sings morning’s light is gone.
The rooster who brings mourning’s fright lives on.

6. Tears
What grief could make the heavens freely weep
And wash the earth in sorrow’s salty wine?
The griefs that into nations, peaceful, creep
And threaten peace and lives, both yours and mine.
We’ve built a court to house the Lord of Mourning.
We’ve brought him home to feed him from our fears.
We’ve disregarded every single warning
And soon he’ll slake his thirst upon our tears.
For one less than two weeks these tears will fall:
Arawai mourning that which mortals do.
But when these tears have fallen one and all,
The hazy, sunless mists will then be through.
The One Who First Brought Weeping to this World
Brings weeping to our land: his flag unfurled.

7. Heat
Until the final sorrow claims our lives,
When winter’s cold embrace should grasp our hands,
We’ll find the chill of winter ne’r arrives:
Only the sun to blast our fields to sands.
Our lips are parched and rivers nearly dried
From long-lost sun’s miraculous return,
For all the prayers for sun’s return we sighed
Have only served to make us sweat and burn.
We thrive on warmth, deny the chill of death,
But death can come as surely when it’s hot.
When suffocating fires claim your breath,
I’ll thank the Crying Lord your flesh can’t rot.
The fires from far north that bring despair
Were brought here from the cold by our brave heir.

8. Feasting
A dozen taken from us for our sins
And one more taken from us for our fear:
A time of tears and weeping soon begins
In a nation that won’t see another year.
When we feast sorrow, set with fresh-cut steak
At thirteen places, mourners all to sit,
We celebrate the day our jewel will break
And welcome he whose fate to ours is knit.
Though death will come to all in mortal time
To some it comes too soon, a rapid fate.
The time we’ve left, in revelry sublime
We’ll meet our death and always celebrate
The lives we lead ‘fore power’s grasping fist
Knit us shrouds of death in dead, grey mist. 

9. Celebration
A dozen taken from us for our joys
And one more taken from us for our pride:
These are the tools the Crying Lord employs
To move into our land and there abide.
When we feast sorrow, set with soured wine
At thirteen places, mourners all to drink,
We spoil the meal, forever to malign
The day in sorrow’s pit we start to sink.
Though grief commands us all to drink its health
The vintage it provides will never sate
Our thirst, no matter how much of our wealth
We spend to try and fight to stop our fate.
The vines of grief are ripe--so take your cup
Of tears and vinegar and grief--drink up!

10. Industry
The People of the Gorgon always craft
Cunning things of steel and wood and flame.
Accordingly, their city’s shops are staffed
With cunning people who all do the same.
The truest steel will never, ever weep
In hottest forge or in the cool of snow;
As finest woods, relied upon to keep
Their spring when used to make a mighty bow. 
The only flame they know is forge’s light;
No fire ever burns within their breast.
But passions in their hearts will soon alight
When Sorrow’s Maker makes a mighty test:
Will workers keep their crafts within their keeping
When one less than two weeks all eyes are weeping?

11. Water
Through our veins blood flows providing life
To every mind and heart and leg and limb,
But when blood leaves our flesh it causes strife
And causes life, so sweet, so short, to dim.
And so the waters flow, bring life unto
The land that calls the flowing waters home.
And so, in times when rains are overdue
That we miss river’s life-sustaining loam.
The day that river runs with life-red blood
For thirteen hours of fear and sorrow dire,
It signals death for child and planted bud
As surely as does plague or burning fire.
In three month’s time, no river, mortal man,
Or blood will flow, will walk where now they can.

12. Moons
Above our heads the windows to the planes
Look down and teach us things we’ve not been shown..
Amidst this nation’s trials and campaigns,
They offer comfort that we are not alone.
When we look to Siberys above,
Lighting up the clear and darkling sky,
We see the source of flame, and war, and love,
A home for beasts, for dreams, and those who die.
Even when all allies leave our side
And enemies surround on every shore,
Above is where our allies all reside
And with their guidance we’ll win every war.
The night they turn their faces from our land
Will mark the night our end is close at hand.

13. Dreams
The Crying Lord, long sealed in fire and ice
Can only visit men in thoughts and dreams.
Once he’s freed, a nation is the price
To buy the world and silence dying screams.
The sacrifices know their lives are due-
The One who Drinks All Tears will tell them so.
But soon their dreaming horrors will be through.
It is the ones who live who’ll have to go
Out to a world that’s left them all behind,
To find a way to live their lives again
While haunted by the dreams that once maligned
The strongest of belovéd countrymen.
The one who chose his nation for this fate
Will fight the Dreaming Grief and be made great.

14. Mourning
Oh Jewel of Galifar, please tell me why
The bitter tears are streaming down your face.
Your victory is won, though now you cry-
You took the curse in all of Khorvaire’s place.
Though only monsters, metal men, and fools
Walk on your roads or tread your hallowed halls,
You’ve bought the world the time to find the tools
To kill the Lord of Mourning and his thralls.
In any other realm he’d be set free-
Only your blood will fight him to the end.
The world can’t know how great your heroes be,
But all who know will call your nation friend.
Today we consecrate you to the ground-
Tomorrow, be reborn, once hope is found.


Monday, June 13, 2016

Campaign Recap Part 1: 988-990 YK

So, we finished our campaign. I have had a few requests for a record of the game and I will likely also put some ideas I have had for re-vamping 4ed moving forward. This is part 1. I'm writing it from an in-game perspective.


January 988 YK-March 990
On Prince Oargev’s 18th birthday, he entered into public life. He received two significant birthday gifts from his mother, Queen Dannel of Cyre. The first was a troop of warforged freshly minted in Cannith’s creation forges, led by two warforged heroes-a silent, broken warrior called Tact, and his brother, a charismatic commander called Blade. Blade served as the troop’s leader under Oargev’s command and Tact served as Oargev’s personal bodyguard. The second gift given by the Queen was Prince Oargev’s first mission- a diplomatic progress to a handful of nobles in Cyre’s northeast who had been less than enthusiastic about Queen Dannel’s reign. Along the way, the Prince and his companions were to inspect a secret House Vadalis installation at Clifftop and make some decisions on the progress of certain projects Vadalis had been working on for Cyre.


At this point, I should identify the companions that travelled with the young Prince at this juncture. First and foremost was his cousin, Lord Istav ir’Somme, recently returned from school in Aundair. He was sent to serve as Istav’s diplomatic advisor-of course, he had great success in that role. Secondly, Oargev’s childhood friend and companion, Martin ir’Dallis, whose family was dispossessed of lands by the Valenar, accompanied the Prince out of loyalty and service. These three friends served as the core of Oargev’s rise to power and inner councils until the end of Oargev’s reign.


During this progress, Oargev and his companions fell into the middle of a plot by the Ashbound Druids to destroy the secret House Vadalis installation, discovered an invasion in progress by Karrnath, and uncovered the first in a long line of prophecies that later proved that Oargev ir’Wynarn was the champion of prophecy for his age. Many lines of the prophecy were unreadable at this point, but were later reconstructed.

The Lord of Mourning

The blood of one removed from royal, shed
Shall bring unto the world a realm of night
And fill the heart of every man with dread
Of spreading pestilence and growing blight.
For when this sorrow of a nation falls
And sorrow soon becomes that nation's name,
The dead will only walk the castle's halls
And sit the thrones of those who are to blame.
But all is never lost in darkest gloom:
The life of one removed from royal spent
Can save the guilty parties from their doom,
Though all the land they darkened still be rent.
This I say is how the Lord of Mourning
Shall rise again. Take heart and heed my warning!


References to the coming tragedy of the Mournland abound in this poem, though at this point, we didn’t see them clearly.

Over the course of the following year, Prince Oargev wins the love of Brelish noblewoman Elyse ir’Kristain and preparations for their wedding commence. He is also involved in military action along the Karranthi-Cyran border. Most Notably, the Prince leads a rescue attempt to save a key Cryan military commander, losing almost all of his men in the process-but they escape with their lives, inspiring songs and heroes of Cyre. Istav serves as a mediator for the impending split between the Eldeen Reaches and Aundair. Relationships with the Valenar Elves, Goblins of Darguun, and Breland become strained and complicated during this time. A Valenar warrior, Bas’shi Bosti, becomes impressed with Prince Oargev’s valor and joins his band of advisors for a time, aiding him in his military campaign against the Karrnathi.


After the Prince’s wedding, he and his advisors are given another major task that will change the course of the world...

Tuesday, December 20, 2011

Kingdom Building Part 6: Prince Oargev and the Duke of Hazards

This is the write-up I gave my PCs for the mission detailed in the last Kingdom Building post.  By "gave them" I mean they watched me write, real-time, in Google docs, waiting to see what happened next:


How it happened:
Knowing that no one on the council would be particularly excited about the prospect of the Crown Prince leading just over a hundred troops into Karrnath to find and rescue Duke Korlan, Oargev tries to mask his leaving.  He has the members of the Prince’s shield spread word around Metrol and all the way to the northern border that the Prince is embarking on yet another mercy mission to war-torn villages.  Intrigue Roll=18! Anyone who is paying attention to the Prince and his movements assume his northern trip is another mercy mission.
As the the Prince and his retinue camp in the north, they join up with one of the northern army encampments.  The plan is to sneak across the river under the cover of darkness and be deep into Karrnathi territory before anyone notices they’d gone.  Roll=13!  The crew sneaks across the river and moves deep into Karrnath.  They find a copse of trees to set up camp for the evening.
The plan is for the Order of the Prince’s Shield to travel into nearby villages and try to find out where the Duke might be held while the Warforged and Oargev hide in the woods, keeping a perimeter to make sure no one who sees them makes it out alive.  Intrigue=30 and Combat=20.  The order is barely gone one day before they return with very solid information that the Duke is being kept in the dungeons beneath the Fortress of Atur.  The one patrol that comes across your hidden camp doesn’t make it out alive.
The rescue mission moves quietly across Karrnath, through the Karrnwood to get to Atur.  Roll=19.  They make it through silently and make camp again just southeast of Atur under the cover of the mountains and trees.
The Order of the Prince’s shield sneaks into the town surrounding Atur and hits the bars, drinking with the soldiers from the castle, learning what they can about it’s design and defenses.   Roll=13!  They find the soldiers tight lipped, and return to camp, determined to take another approach.  Blade sends some of his best scouts to observe the castle over the next 24 hours, hoping they can find some weakness in their defenses that can be exploited.  Roll=11!  As far as they can tell, the fortress is impregnable.  Amidst all of the waiting, Prince Oargev and Blade discuss amongst themselves old war accounts of Atur, and try to decide on an appropriate plan of action.   Roll=17  Blade recalls a story he once heard about an Aundarian master spy who broke OUT of Atur.  Oargev and blade piece together that story with the small pieces of information the Order and the Warforged are able to deliver and come up with a plan.
The plan is a concerted assault on a hidden sally-gate they remembered from the story that will take them into the dungeon.  There they will kill the guards, grab the duke, and make their way quickly back south to Cyre.  They make the attack!  Roll=15  The fighting is brutal, and in the first assault, many members of the Order of the Prince’s shield are badly wounded, but the warforged press on, making their way into the dungeons.  The dungeon guards, totally surprised, still manage to put up a fight.  Roll=19!  They find the Duke, break him out of prison, and flee the castle back through the way they came, disappearing into the dark woods, taking their fallen companions with them.
They move quickly, hoping to beat any border reinforcements that might be summoned, staying ahead of any pursuit.  As they leave the Karrnwood, they are faced with a patrol that heard them coming.  Roll=19.  The fighting is close, and the patrol manages to contain them, but the Warforged keep fighting! Roll=17, Roll=23, Roll=12.  It looks like the patrol is just biding their time.  It seems that they might be waiting for a larger force to come up and finish the group off.  Roll=8  A much larger patrol arrives, and surrounds the warforged, the Prince, the weak duke, and what is left of the knights.  Roll=9  Things start looking very grim as the army closes around the squad. Roll=9.  The fighting becomes more and more desperate.  Roll=13  The assault from the Karrnath army breaks the circle of warforged.  Prince Oargev is knocked unconscious.

The next the Prince knows, he wakes up in a tent, with Tact and Blade standing over him.  When he asks what happened, he is told by Blade, “In the confusion, Tact and I were able to grab you and slip away from the fighting.  Only a handful of your warforged made it away with us.  We were unable to rescue any of your knights or the Duke.  I apologize for our failure.  We are back in Cyre.”

Your Mechanical Options:
  • You can redo Order of the Prince’s shield to recruit a new crew of Prince’s Shield.
  • You can also do a Policy of “Purchase and Train Warforged Unit from Cannith” to put together a new warforged unit.  
  • The warforged unit you had has now turned into a Hero Unit (level 4) called “Prince Oargev’s Warforged Bodyguards.”  This is Blade, Tact, and 8 other warforged.

Mission debriefing: Talking to the warforged, they tell you that, once it was clear they had lost the battle, Blade commanded most of the surviving warforged to hold the line while they got the Prince to safety.  They also tried to bring out the Duke, but the warforged carrying him was struck down.  You get the sense that Blade is deeply saddened by the loss of the warforged, but not saying anything.  He does ask you if you plan on rebuilding the unit, commissioning more warforged from the Cannith forges.  He mentions he would be more than happy to train new recruits.

Wednesday, April 13, 2011

Meet the Boys: Al

Al "Aldous," "Alex," and others...
Al the Changeling has a good thing going. Working as Aldous, an experienced human thief with a talent for efficiently reassigning ownership of valuables, he was valuable to the local chapter of the Boromar Clan. His halfling bosses knew he was a bit squeamish about violence, so they never asked him to outright kill or even rough people up. They sent him on errands where they needed someone to subtlely come away with someone else's things.

Then something happened. His boss, Toglo Boromar started seeming distracted, forgetting names and places, and even little inside jokes. Aldous figured it was stress. A new crew had, after all, started horning in on profits in Malleon's Gate, and it stressed Toglo out, so Aldous gave his boss a pass on the strangeness. When Toglo asked and then ordered Aldous to sneak into the home of a certain Half-Orc he blamed for all of his troubles, a guy called Hashri'im Hret, Aldous's patience was up. He told Toglo that it was time for he and Boromar Clan part ways, planning to trade his good reputation with a good position somewhere else in Sharn. Toglo was furious, but even the Boromar clan proved incapable of tracking down Aldous when he didn't want to be found.

A week later, the news broke that Hashri'im Hret had been brutally murdered. Aldous felt bad for the guy, figuring that Toglo found someone to get to him-someone brutal. Then, talking to his contacts in the streets Aldous found out something troubling: the watch had been tipped off that the killer was a hired knife by the name of Aldous. A hired knife in the employ of Boromar clan. Aldous went to Kundurak to clear out his accounts and found them frozen...with guards on hand to apprehend him. He got away, but knew that the good life was over.

Angry and betrayed, Al decided to clear the name of the life he so loved. He became Alex, the nephew of Aldous, an honest man framed for murder. Alex started following the clues, trying to figure out who really killed Hret, and why they convinced the watch to ignore Aldous's iron-clad alibi. That's how he met Ace.

Now, Ace has taken young Alex on as a partner. The deal with Uncle Aldous is to train Alex in the Inquisitive arts, and find a way to clear both of their names. In return, Aldous will bank-roll a premises and get them started in their own, independent, Inquisitive firm: Ace Investigations.

Stats: Al is a level 4 Changeling Rogue, using the D&D Essentials Thief. He fights with a short sword and is next to impossible to pin down.

Friday, March 25, 2011

Meet the boys: Ace

Gresh "Ace" Acerhalt
Ace was tenacious. Whenever the Sharn Watch gave him a job, he'd get it done, exactly as commanded. He'd probably do it in the most straight-forward, clumsy, and violent way possible, but he'd get it done.

Ace served Sharn well from Daggerwatch garrison, defending the good people of the Dura wards, however few they may be, from the criminal element. That all came tumbling down when Hashri'im Hret started making trouble. Hashri'im Hret, a half-orc who saw himself as a unifier and champion of the people, rose to prominence among the goblinoid tenements of Malleon's Gate, in lower Dura. He began unifying the goblin factions in that part of the city and, more dramatically, leveraging that unity to negotiate better wages and working conditions for them. Hret was receiving daily death threats, so the Watch decided to have him protected 24 hours-a-day. They needed a watchman who could deal with scummy conditions. They needed a watchman who wouldn't let any sketchy character too close to Hret. They needed someone who would remain ever vigilant, ready to bust heads when heads needed busting. They needed Ace.

At the end of Ace's first week on the job, the watch's plan was working. Ace was able to stop a number of minor assassination attempts, and Hret was continuing his work in Malleon's Gate. That night, while Ace was standing guard outside Hret's home, Ace did something he'd never done before: he fell asleep on guard duty. Before drifting off, the last thing he remembered was a halfling and a squid-faced man approaching the building. He was awoken by a smug reporter, Elim d'Sivis of the Sharn Inquisitive, quipping how a sleeping guard from the Watch really showed how much Sharn's government cared about the real change Hret was proposing.

Grumpy and confused, Ace walked the reporter in for his interview, and what the two of them found disturbed even Ace, with all of his watch experience. Pieces of Hret were everywhere, but not every piece: his head was missing. Between Elim's news article and the Watch's embarrassment, Ace was lucky to be given the chance to resign. He moved into a slum in Overlook and started trying to figure out who killed Hret and made him look so bad. That's how he met Alex.

Stats: Ace is a level 4 Half-Orc Fighter, using the Brawler Style. He fights with a set of spiked gauntlets, so that he always has a hand free-and a weapon ready.