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die_kluge's story hour - The Lost Continent

der_kluge

Adventurer
Ok, I'm gonna bite the bullet and try my hand at this. It's really an elaborate plot to boost my post-count. :)

We started a new campaign a couple of weeks ago, with me as the DM, so this will be an account of the happenings of this game.

Here are the basics:
This is going to be a high-level campaign. The PCs started at 9th level, and I have plot to take them out to 20th level.

The world we're playing in is my interpretation of the Bluffside world, which I've dubbed Alterra. Alterra is much like Earth in many ways, but is largely unexplored. More on that later.

I've got tons of house rules, many of which we are using, and some of which didn't come into play, and I'll post those shortly.


So, with that in mind. Allow me to bore into the details of the campaign....
 

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The Bluffside world - Alterra.

For the record, I have permission from MEG Hal to divulge this information. Seeing as how the Bluffside line has ceased as a product category from MEG, it's not like I'm selling the farm here. Yes, I was one of the lead writers for Bluffside, and much of the framework that was used to build Bluffside has formed the basis for what is now my campaign world. I've dubbed it Alterra, but that's not intended to be an official title.

The History of the world:
The History of Alterra is steeped in mystery. Around 200,000 years ago, there was an event that shook the very foundations of the world - an even known as the Great Cataclysm. During this event, a great asteroid (asteroids?) flew down from the heavens and struck the world. Some accounts describe this as "fires from heaven", though most scholars agree that it was likely a physical celestial body such as an asteroid.
This Cataclysm ended most life on the surface of the planet. First, the skies grew dark, and the air became thick with layers of ash and dust, choking out most breathing life. Plants died, and animals perished from lack of food. Many survived by making their way underground, but those conditions were just as harsh. Soon after this cataclysm, the Age of Ice began.
The Age of Ice is a period wherein the whole of the planet was encased in a thick blanket of ice, that is, except for a few temperate regions near the equators. An ice bridge, connecting the northern and the southern continents enabled survivors from the northern continent (where Bluffside resides today) to travel to the southern continent.
It was on this southern continent that the remaining denizins of Alterra managed to eek out a meager existence. All races - elves, halflings, dwarves, gnomes, and humans made their way here. The land here was considerably warmer (though still cold), but here they would be able to farm, and sustain themselves.
Because the world became thick with ice - white dragons, and frost giants became extremely powerful. White dragons evolved into Ice dragons, and they became a serious problem for the inhabitants. But, together at their new-found oasis, they could combine their forces and protect themselves. It was here that the Bastion was formed. The Bastion was initially a large fortress, with large walls and towers constantly manned by archers and spellcasters to watch for monstrous forces that would seek to eliminate them. It was here that the survivors were able to make their way.
Over time, the Bastion grew - constantly adding more walls, and more defenses. Other good monsters - Fey creatures, Storm Giants, and even metallic dragons came to seek refuge at the Bastion. There, they could utilize their own talents to provide security, and be safe at the same time. Today, the Bastion is a city-state, and consumes a large chunk of what is the Southern continent.
Eventually, the ice began to recede, and the oceans became sailable once again. The ice bridge to the north had long since gone away, and the secrets these other lands held had long been forgotten by the inhabitants of the Bastion. Exploration became the driving theme of the land, and explorers and archaeologists sought out to rediscover those things that had been lost.
It was not long before the northern continent was "re-discovered" and it was here that the ruins of Sem-la'vah were found. Adamantine was discovered here, and Bluffside grew up over night as stories of wealth and tales that tickled the imagination invited those hungry for power and adventure to sail to her docks.
This is the world of Alterra - a place where exploration thrives, and journies into the unknown are perilous, yet tremendously rewarding. The heroes of the day are explorers and archaeologists who bring back tales of untold power and wealth - and above all, knowledge of forgotten lands.
 

The Gods

Understanding the gods of Alterra is an understanding of the history of Alterra. Alterrans have had a love/hate relationship with several of the gods throughout her history.

Though much is unknown about the gods of the previous world, it is believed that those gods with actual names (Mimawr, Lusos, etc.) were gods of the old world. Scholars pontificate that there once was a rich pantheon of deities that covered many aspects of daily life for the previous inhabitants of Alterra.

When the Cataclysm came, many people died, and many of their beliefs died with them. With fewer followers to support them, the gods' power waned significantly. Those few who did survive assumed general roles, and some consumed theologies once held by gods that did not survive. Many of the gods became generic in the sense that they no longer had a specific name, and now represented broad ideals.

For example, The Sustainer represents all that is the ocean's waters, and the waters of the inland, and the sky and the rain. These portfolio's likely were once maintained by separate deities, but not anymore.

Several gods became powerful during the cataclysm, like the Healer, as people cried out for help. When the inhabitants made the trek to the equators to find a warmer climate, they revered the name of The Wanderer, or the Traveler, though they cursed his name at the same time for making them leave their homes.

The current major gods (which number at 12), are the final result of the devestation that was wrought by the Cataclysm. Two of the gods were introduced by the Steam Gnomes.
 

House Rules

The following house rules are in effect for this campaign:
(well, the important ones, in any case)

General stuff
• We will be using the new 3.5 rules.
• PCs start at 9th level.
• I do not use Experience points. Levels will be gained at specific story intervals. Likewise, any spell or effect that utilizes XP as a cost penalty either does not exist, or has been altered in someway. See the spell descriptions below.
• Death occurs at –con.

Classes
• Barbarians receive 2 skill points per level, instead of 4.
• A cleric’s “cure” spells (cure moderate wounds, etc.) cure 1d10 hit points instead of 1d8 hit points if it is prepared – if a spell is “hot-swapped” for a cure spell, it cures 1d6 hit points plus whatever modifiers are appropriate.
• Clerics are no longer proficient with Heavy armor. You may take the heavy armor feat if you desire.
• Clerics receive 4 skill points per level, instead of 2.
• Monks do not exist.
• Paladins are a prestige class. If you make a paladin, see the paladin as a prestige class entry below.
• Rangers are a prestige class. If you make a ranger, see the ranger as a prestige class entry below. Because Rangers have been improved in 3.5, I would allow either the Ranger Prestige class, or the Ranger class.
• Rogues can sneak attack an opponent from any angle – so long as they are not being attacked themselves, and the creature is currently being attacked by someone or something else. In other words, the rogue doesn’t need to be flanking to sneak attack, but they can not be the current target of the enemy they are trying to sneak attack. The exception is the ability to sneak attack while the opponent is flat-footed.
• Rogues are proficient with light and medium armor, in addition rogues are proficient with all simple and martial melee and ranged weapons.
• Rogues have the savings throws of a monk.
• Sorcerers receive a bonus feat at 5th, 10th, 15th, and 20th level like wizards do. This feat must be used to purchase a meta-magic feat.
• Sorcerers and wizards receive 4 skill points per level.
• Sorcerers gain the Eschew Material Components feat for free at 1st level.
• Wizards and sorcerers who do not summon a familiar can choose to take a bonus feat instead. But they can never summon a familiar.

Feats
• Item creation feats as you know them don’t exist. If you insist on taking item creation feats, talk to me.
• Skill Focus: grants +3 to any one skill, OR grants +2 skill ranks to a skill, allowing you to have more max ranks in a skill than your class would normally allow. The latter can be used to meet prestige class requirements earlier, for example.
• Toughness adds a number of hit points equal to your Fort save, and can only be taken once.
• Weapon finesse applies to scimitars in addition to the weapons listed.
• Spell Focus grants a +2 to the save DC (instead of +1, which it was reduced to in 3.5).
• Greater spell focus grants an additional +1 to the caster level, but does not increase the DC of the save. Spell Focus is a prerequisite.
• Wizards gain the “Craft Single-Use Item” Feat at 1st level. This allows them to scribe scrolls and brew potions.


Skills
• There are no skill lists by class/prestige class. Choose 10 skills that you consider class skills. All other skills become cross-class skills. Language skills do not count toward this total, nor do “things I learned as a child”.
• Alchemy is a required skill for brewing potions. Talk to me if you want to brew potions.
• The following skills are a special case: Balance, Climb, Jump, Listen, Profession, Ride, Spot, and Swim. These skills are lumped into a special category called “things I learned as a child”. At first level, you get 4 skill points to spend on these skills and 2 additional skill points every level to spend on these skills. These skills are always considered class skills for everyone. You can use your regular skill point allotment to increase skills “you learned as a child” if you desire.
• Languages are a separate skill. So, you could have 5 ranks in Elven. When you speak with an Elf, you will be forced to make an “Elven” skill check. If you botch it, you might inadvertently tell the Elven prince that his shoes taste like water, instead of asking for safe passage through his land.
• Each character starts with 10 ranks in Common.
• Druids get +1 free ranks in Druidic (Fey) every level starting at 1st.
• Rogues get +1 free ranks in “Thieves Cant” every level starting at 1st.
• Barbarians have 10 ranks in Common, but can only speak it. Reading/writing common is a separate skill for them, which they can put points into if they desire to.
• Clerics gain +1 ranks each level in the following languages: Celestial, Abyssal, and Infernal. This includes read/write as well as speaking.
• Paladins gain +1 ranks in Celestial each level.
• New Knowledge skills exist centered around monster knowledge. These are based on the category of monster. So, knowledge (aberration), or knowledge (undead) would be examples. Having ranks in such a skill allows you to identify creatures in that category, and to have knowledge about possible weaknesses. The following DCs apply:
DC10-14: Common man's knowledge about the particular kind of creature.
DC15-19: Actual habits and behavior of the creatures in questions.
DC20-24: Actual weaknesses and powers of the creatures.
DC25: Anything obscure not covered by the above
• Each race does not automatically know how to speak their native tongue. Folks in the Bastion have become homogenous to one another, and everyone speaks fluent common. Only those that have held onto their native language can speak it. So, while some Elven families can speak Elven, some have abandoned it. If you choose to retain your race’s native tongue, take that language as a class skill, and give yourself 10 ranks in it. If you do not speak your native tongue, give yourself 2 other skill points, which you can allot to anything else.
• Perform(Oratory), Perform(Comedy), and Perform(Acting) are the same category.
• Artist is a new skill that is Dex-based. It allows you to paint and draw pictures.

Equipment
• Spiked chains do not exist.
• Weapons do not have the “small” damage listings. All creatures just use the medium-size listings.
• The movement rate of hide armor is 30-ft/15-ft., instead of 20-ft./10-ft.
• I use piecemeal armor rules, which means that you could wear part of full-plate armor, or half of a suit of chainmail. If you want to wear the armor as listed in the PHB, that’s fine, but if you want to wear pieces of armor, talk to me.
• Be aware that these piecemeal armor rules affect the donning/removing armor table (to your advantage).
• I use encumbrance rules. Keep track of how much the gear you are carrying weighs.
• An arcane spellcaster reduces the arcane spell failure % of armor a number of points equal to the number of unmodified ranks he has in concentration. Mage armor still doesn’t stack with armor and wizards and sorcerers are still not proficient with armor unless they take one of the armor feats.

Magic
• I intend to use the wizard’s spellbook rules, however adding any spell to a spellbook does not cost 100gp.
• Summon Monster “n” – the duration of this spell lasts as listed + a number of rounds equal to the caster’s primary spellcasting attribute. So, at first level, for a wizard with an intelligence of 18, the monster summoned would have a duration of 1 + 4 rounds. This applies to the summon nature’s ally line of spells as well.
• Gate – this spell has no XP cost. The spell can already cause enough grief for the caster that he shouldn't have to pay an XP cost. The caster should be prepared to receive a Geas/Quest as payment for the creature's services.
• Creating magic items does not incur an XP cost. But, material components have to be acquired before any construction can begin. Furthermore, I use instability rules for magic item creation, which essentially means the creation could be botched if you try to exceed your abilities. Talk to me if you insist on creating magic items.
• Sending – this spell has the same range as teleport – 100 miles per caster level.

Cleric spells
• Tongues – clerics no longer get this spell.
• Repel vermin – clerics no longer get this spell
• Insect plague – clerics no longer get this spell
• Plane shift – This spell is 6th level. (still 7th level for Sor/Wiz)
• Scrying – clerics no longer get this spell
• Quest – clerics no longer get this spell
• Astral Projection – clerics no longer get this spell
• Slay living – this spell is [evil].
• Raise dead/resurrection/true resurrection – raised characters suffer 1 point of constitution loss, instead of the loss of a level. Furthermore, raised spellcasters lose all memorized spells.
• Planar ally, et al – these spells don't require XP. Instead, the planar creature requests some sort of quest, or mission of the character. Failure to complete the quest within some reasonable timeframe will result in loss of clerical abilities, as stripped from the deity.
• Greater Restoration – this spell does not have an XP cost.
• Atonement – this spell does not have an XP cost. The god allows the atonement to happen, or it doesn't.
• Commune – this spell has no XP cost, but has a casting time of 1 hour, and has to be cast in a temple to your god, a shrine, some other religiously significant location, or at the very least, a hallowed area.
• Miracle – this spell has no XP cost under normal circumstances. If the caster creates an effect that would normally incur an XP cost, the caster incurs some major quest instead. Failure to complete the quest strips the caster of his clerical abilities.

Sorcerers/Wizards/Archaeologists
• Charm person – if you attempt to charm a creature that would normally be hostile to you, while it is flat-footed, it does not get a +5 to its save.
• Comprehend Languages – This skill adds +10 to the language skill check for one language for the duration of the casting time. So, if you encounter an Elf, and a Halfling in a cage, and each only speaks Elven and Halfling, you’d need to cast the spell two times in order to be able to understand them. And even then, you have to make a skill check (with a +10) in order to decipher what they are saying. The same applies to their written language. There are some languages that this spell will not confer.
• Tongues – this spell adds +10 to your language checks for both speaking and deciphering the language of another creature. In addition, multiple languages are granted for a single casting. So, in the above example, you could speak to both the elf and the halfling without casting an additional spell.
• Permanency – this spell no longer exists.
• Identify – identify requires no spell component, and takes only 10 minutes to cast. It reveals the single most powerful function of an item.
• Greater Magic Weapon lasts 10 min/level instead of 1 hour/level. In addition GMW increases the bonus of an already existing magic item to the bonus the spell confers, rather than adding to the items existing bonus. In other words, if a +2 sword has GMW cast on it, which would normally increase a weapon by +3, it will only increase the weapon to +3, not make it a +5 weapon. This is added to the base bonus. Any bonuses from special abilities are not included (keen, flaming, etc.).
• Ice storm – this spell effect has changed. Hail falls for one round every 4 levels, dealing 3d6 points of bludgeoning damage and 3d6 points of cold damage to creatures in their area.
• Otto’s Irresistible Dance – this spell is now 7th level.
• Mind fog – This spell no longer allows a will save. Those within the area, suffer a –6 to all will saves.
• Contingency – This spell works as advertised, but you can add an additional spell every 5 caster levels. In addition, a second contingency spell does not negate any other contingency spells already cast. The spell has a duration of 1 day.
• Ghost sound – This spell does not require a verbal component.
• Levitate – This spell description has changed:
Saving Throw: Will negates
Spell Resistance: Yes
Levitate allows the character to move him or herself, or an object up and down as the character wishes. An unwilling subject that fails a will saving throw can be levitated, however the subject of the levitate can control their own levitation. A subject can forego a saving throw to be levitated if they desire.
Objects may be levitated (and controlled by the caster) so long as they are unattended or possessed by a willing creature (or one that failed their save). A levitated creature can move up or down as much as 20 feet each round; doing so is a move-equivalent action. Levitated creatures can not move horizontally, but the recipient could clamber along the face of a cliff or push against a ceiling to move laterally (generally at half its base speed).
A levitating creature who attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has an attack roll penalty of –1, the second –2, and so on, up to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1.
A levitating creature can not have physical contact with the ground, and their ability to dodge blows suffers. Levitating creatures suffer a -2 circumstance modifier to their armor class.
• Globe of invulnerability, and minor globe of invulnerability. This spell travels with the caster, but he may move from the globe if he desires, losing the benefits of the spell if he moves outside the globe’s radius.
• Personal spells are suppressed, but not dispelled, inside a globe of invulnerability for the duration of the globe. Items of +2 enchantment or less are suppressed in a minor globe of invulnerability, and items of +3 enchantment or less are suppressed in a globe of invulnerability.
• Wall of stone – a wall of stone has DR 5/bludgeoning. The duration is 1 hour per caster level. In addition, the spell level is as follows: Clr 4, Drd 5, Earth 4, Sor/Wiz 4
• Wall of iron – A wall of iron has DR 5/adamantine or magic +3. It is not possible to make a strength check to bust through a wall of iron, however a strength DC of 10 +2 per inch of thickness can topple the wall over. This is in addition to any opposed strength check from the other side of the wall, should there be any resistance. A vertical wall without resistance from either side will topple (50% either direction) after a number of rounds equal to the thickness in inches * 10. Creatures with room to flee the falling wall may do so by making successful Reflex saves at a DC 13 + 2 per 5 square feet of dimension. Furthermore, the wall can crush victims of a size category as large as the wall will allow. The wall can crush small and tiny creatures at 5 square feet, medium creatures at 10 square feet, large at 20 square feet, and Huge at 40 square feet. The wall weighs 500 pounds per 5 square feet per inch of thickness. Crushed creatures take 3d6 per 500 pounds of weight of the wall crushing them. The spell has lasts for 1 hour per caster level.
• Limited wish – this spell has no XP cost since none of the other spells do.
• Simulacrum – this spell does not require an XP cost.
• Vision – this spell has no XP cost, but the casting time is 1d10 x 1 minutes. Furthermore, after casting the spell, the spellcaster becomes fatigued.
• Wish – I’m still thinking about how to resolve the XP costs of this spell, otherwise see Limited Wish.
• Teleport, Greater - this spell is now 9th level. ;)
• Cause Fear - No change to the spell, but the effect of being "Frightened" causes all rolls to suffer a -4 penalty. This description of "Frightened" overrides that in the book (i.e., does not flee).
• Scare - No change to spell; same change as "Cause Fear" to the condition of being "Frightened"
• Fear - No change to the spell, but the effect of being "Panicked" causes all rolls to suffer a -6 penalty.
• Symbol of Fear - No change to spell; same change as "Fear" to the condition of being "Panicked".

In addition to these, I implemented a sorcerer "spell-chaining" rule that allows sorcerers to replace earlier spells if they take a higher level spell that is in the same "chain". I have numerous chains defined, and some feats that go along with it if anyone is interested in seeing it.
 

This is the small blurb that I gave the PCs before we began:

The world we’ll be playing in is a work in progress, and is based on many discussions with other writers. It is the Bluffside world of Alterra. The world has just come out of a terrible ice age, which was started as the result of something called “the great cataclysm” where a great rain of fire came down into the land, and darkened the sky, and left it cold and inhospitable. Many variations of this tale exist, each passed down through the generations. For over 200,000 years, the world has been locked in a ball of ice, where the races have fought for their very lives to survive. The agents of evil, and the children of the ice, the white dragons and the frost giants have enjoyed a dominance in the world that they are all too unwilling to abandon now just because the ice has receded.
Throughout the ice age, the surface races banded together and formed a large city, simply referred to as “the Bastion” wherein they pulled their resources and strength to help one another. The Bastion is enormous in size and scope – a huge walled city of over a million people with farms and gardens and defensives capable of holding numerous white dragons at bay at any given moment in time. The Bastion is a pure cultural melting pot, where all have come from all over the world to escape the brutality of life outside its safe walls. Halflings, dwarves, gnomes, elves, humans, and all variations in between dominate the city. Lesser fey races, and good monstrous races, including storm giants, are also found within its confines.
Now that the ice has started to recede from the landscape, exploration and discovery is the talk of the day. To explore and discover the new lands that have been covered in ice for all these years is the current focus of everyone in the Bastion. Bluffside, a city to the north, was built around some ancient ruins of the Barrocks, a race of people that has been virtually forgotten by time. These ruins held great treasure and knowledge, and have encouraged brash adventurers and explorers to go further and further out into the wilds of the unknown to uncover greater riches and knowledge.
But, the world is a dangerous place, and traveling beyond the safe walls of the Bastion is risky. Large ships of men – explorers, healers, magic users, cartographers, mercenaries, and laborers head out in great expeditions to explore and map the furthest reaches of the surface world. These expeditions take years, and some never return. Those that do are awarded rock-star celebrity, and bring back amazing stories of danger as well as wealth and knowledge that are unheard of.

You have eagerly enlisted your services to such an expedition. You will be traveling with the great archaeologist and explorer Valgo, in his quest to uncover new lands and knowledge. His ship, the Celestial, will be loaded with supplies over the next few weeks. A hundred brave crewmembers will be added to the roster, and you set sail bright and early at the start of the fall season. You will travel through the hard winter months, and should find land in the springtime.
 

The characters: (PCs are all starting at 9th level)

(A quick, non-fluff breakdown of the party) There are some aspects of these characters which I won't reveal on the off chance that some of my players might read them.


Ivo Dragonbeard - Ivo is a dwarven fighter. Ivo wears adamantine (3.0 version) armor with a flaming waraxe. He carries a shield which was passed down through the Dragonbeard clan. He claims it was made from the scales of a red dragon, which is often skoffed at, since everyone knows that there's no such thing as a red dragon.

Mournax - Mournax is an oddity. He is a minotaur barbarian. Initially, the player wanted a cursed human that was made to look like a minotaur. I offered to let him just play a minotaur. I constructed a +1 ECL race that had +4 to str, -4 cha, with a few other abilities. He is medium-size, however, so that toned it down a lot (MM version is Large). As a result, he is an 8th level Barbarian. This particular character had his own ecology of the way minotaur's are, and that included the concept of near-sightedness. So, this character has restrictions on spot checks, and can't use any ranged weapon. We constructed a "smell" skill which works just like spot (wis based), that he also has. Mournax wears an amulet around his neck, like a charm, and rubs it diligently whenever strange magic is present - which he does not trust.

Dzintra - Dzintra is a human rogue. Dzintra's past included a gig as a cartographer and explorer, so she's no stranger to venturing into the unknown. There are other aspects of her that I'll not reveal here. :)

Rath - Rath is a powerful, charismatic human sorcerer. Rath comes from a noble family, and has also taken on the strict code of the paladin. (We devised a PrC called Arcane Paladin).

Bax - Bax is a human Fighter/wizard/SpellSword. Bax was a member of the Bastion militia before deciding to venture with Valgo aboard his ship to the lost continent. Bax is very proficient with a bow, and uses it with deadly accuracy.

Nytor - Nytor is a human cleric of the Great Provider. Nytor is a pious, strong-willed individual that wears full plate (even though he had a to pay a feat for that in my house rules), and carries a mace of disruption. His domains are Strength and Sun.

In summation:
Ivo - Male Dwarven Fighter
Mournax - Male Minotaur Barbarian
Dzintra - Female Human Rogue
Rath - Male Human Sorcerer/Arcane Paladin
Bax - Male Human Fighter/Wizard/SpellSword
Nytor - Male Human Cleric


All of the players (except for Nytor) submitted via email a character description. I'll post those next (have to run to a meeting now, though!) :(
 

PC Fluff (from the players, minus the player of Nytor's character - this was not required, just everyone did it, except for one).

In these write-ups, the players reference a boat ride. I'll post more info on that when I write up the synopsis from game 1. Essentially, the PCs took a 4-month sea voyage to end up where they are.

Dzintra
Dzintra is short (5'3" or so) and lithe, rather than muscular, with brown eyes and tawny blonde hair that has dark streaks through it, which she keeps pulled back into a shoulder-blade length braid most of the time. Her ears are pierced multiple times and she wears several gold hoops in each ear. There's nothing particularly notable about the way she dresses; the casual clothes she wears are fashionable but not terribly expensive and tend toward the utilitarian (no fringes or ruffles anywhere) - pants and tunics, definitely not dresses or robes.

She doesn't appear to be terribly strong, but she's very agile and graceful. She spent quite a bit of time on the voyage climbing around with the crew in the rigging and in the crow's nest. She carried a short sword and crossbow in her gear when she came on board, but the only weapon she keeps at hand during the trip is a dagger. She would spar with other people if the opportunity arose, just to keep in practice, but she wouldn't spend hours training. When she practices with her dagger she is more likely to throw it at a target than to engage in hand-to-hand; the dagger returns to her hand after it has been thrown.

She is educated, bright, and relatively well-read in certain areas - history and geography, not so much politics or religion, and enjoys a good story. She's not really reserved, but she may come across as a bit aloof and moody at times. She is fairly curious and likes to talk to people about the different places they have been, pulling out maps from her pack when she has one that matches and making notes or adding illustrations to them. She's definitely not noble or anywhere close to, but she's not "common" either - pretty solidly middle-class. If asked, she would tell you that many of her family are explorers and merchants. Her parents live in the Bastion and she is the fourth of seven children that survived childhood. She grew up in the city, although she has travelled quite a bit in the last few years on other expeditions and has some good stories about weird or funny things that have happened on those trips. She holds her liquor better than you might expect for someone her size.

She's fascinated by the water and spent hours watching the various sea creatures that we came across (dolphins and flying fish would especially delight her), although she'd tell everyone that she can't swim very well. She tended to stay upwind of Ivo's pipesmoke, but seemed to enjoy his company, as well as that of Mournaxe. She is cordial to Rath, Bax and Nytor.

The only odd thing that you might notice is that at night her eyes reflect torchlight strangely, with a green/gold cast. If you ask her about it, she would shrug and say it's just something peculiar to her family.

Bax
Bax seems to be a bit distant. He tends to keep to himself, and anytime someone talks to him he seems guarded, like the guy who got picked on too much at school and now assumes that anyone who talks to him is setting him up. He spends a lot of time doing maintenance on his bow and his armor, even though he doesn't have much use for them on ship. He holds each with some amount of reverence, the way a person would care for a family heirloom. If asked about them, all he'll say is that he was left them by someone important to him. He doesn't anger quickly, but neither does he warm up. He's willing to help out the sailors, to keep active more than anything. He's also very willing to listen to discussions, but offers little unless it's something he feels important.

The bow Bax carries is extremely ornate. It's made of what appears to be bleached wood or bone. Arcane symbols cover it. His armor is similar. It's silver white, fine chain, and extremely ornate. It almost seems too fine to be of any use. He never gets either out of storage on the ship unless it's to care for them. He's also very protective of both.

Ivo
Ivo Dragonbeard, Shieldbearer, Son of Gloibur of the Clan Dragonbeard, is a short, stocky, muscular, dwarf, standing at what you would guess to be around four foot and a half. And he is half that in width. The very top of his head is bald with long, blonde streaked, fiery red hair growing down from the sides. Ivo keeps that hair pulled back and neatly placed in a ponytail tied with straps of rawhide. His long beard, of the same color, is neatly trimmed and starting at his chest becomes a small braid ending at his abdomen. At the base of the braid is a silver ring, depicting a reptile of some sort holding a small emerald. His facial features are that of a middle-aged man, well weathered, with a big nose. When he smiles, it plays up into his eyes and reminds you, perhaps, of a long lost uncle. On the other hand, the most discerning feature about him is his eyes. They are a fiery red color, and you get the feeling that if they were ever to glare at you in anger, it might be very uncomfortable indeed.
Ivo wears simple, though well made, traveling clothes of earth tones. His boots are sturdy and practical, and he wears a woolen cloak on deck during the winter months. He wears a black opal ear ring in his right ear and a brass ring engraved with hammers laid end to end on his left hand.
During the voyage, Ivo could be seen many times sitting on or close to the stern puffing on a long well-crafted pipe. If asked, he will reply that it is one of life's guilty pleasures and he finds it very relaxing. Well, next to drinking ale of course.
Ivo is pretty jovial as dwarves go, but during the voyage, there was a time or two when Ivo probably showed he had a fiery temper as well. But he quieted down pretty quickly without resorting to any violence. Anybody on the other side of his glare, however, tended to back down pretty swiftly.
Ivo claims to come from a long line of dwarven heroes going as far back as before the Great Cataclysm. There was many a time, when Ivo was found drinking with the off duty crew, and telling of the exploits of some ancestor, who was always doing impossible things. If pressed, he would always laugh and say "legends are supposed ta be exaggerated, laddie. That's why they be legends."
During the course of the voyage, Ivo would help the crew and it became obvious that he was very strong. Maybe as strong as Mournax, some of the crew would speculate out loud. Ivo would just shrug and say: "I'm as strong as I need ta be. That's all."
Ivo seems to have hit it off with Rath, the two could be seen talking together quite a bit during the voyage. Ivo likes Dzintra, especially after they went drinking the night before the voyage started. He seems to have developed an affection for her as he would a niece. During the voyage he would always give her the time to answer any questions she would have had of him. Ivo was very friendly both to Bax and Nytor. If at anytime Nytor needed his help during services or religious ceremonies, Ivo was happy to oblige. Ivo would have on more than one occasion offered to have a drink with Bax and Mournax. Ivo has no problem with Mournax and seems to have ignored the crews attempt to bait him into arm-wrestling Mournax, just so they could wager on who is stronger.
As far as weapons go, Ivo caries a well crafted dwarven waraxe, that he calls Ice Foe. The handle comes up to form a dragons head with the axe blade appearing to protrude from the dragon's open maw. During the short fight with the plant creature (ed: more on that later), everybody witnessed the axe blade burst into flames. He also carries a small throwng axe, and a heavy crossbow.
He wears an adamantine suit of plate mail when expecting combat, and carries an interesting large round shield. The shield is red (further inspection would reveal that the red seems to be a reptilian hide of some sort) with a decorative mithril ring around the outside edge, and a mithril caricature of a flying dragon placed in the center. Ivo claims that this is the Shield of Kilvor, a dwarven king, and ancestor, who led his people to the Bastion during the time of the Great Cataclysm.

Rath
Rath is tall and slender. He is human, but his appearance is not common by any stretch of the imagination. His hair is white, his skin pale (though he does tan during the voyage), and his eyes are very light in color, ranging from steel gray to icy blue. He is tall and thin and has pronounced facial structure. He looks as if he has some elvish heritage and will proudly claim as much to any who ask him about it. He is not athletic, but he is very perceptive and on occasion shows himself to be much tougher than he looks. He wears fine clothing, including a striking cloak that seems to draw the eye and accentuate his features. He has a noble bearing and his speech is impeccable. He carries a sturdy, well-crafted walking staff. It has a number of gemstones along it's upper quarter. It looks highly unlikely that Rath has ever used the staff as a weapon, but it looks sturdy enough to serve if called upon in that capacity. Other equipment includes a light-weight chain shirt which shines with an almost celestial brilliance. The armor is clearly marked with the holy designs of Onnasos (ed: The Purifier), but the armor is rarely visible as it is worn under his clothes. In addition he always bears a holy symbol of Onnasos and he always wears a pair of bracers - which are probably magical due to the unusual and decorative metalwork. He always keeps a pair of soft, light-weight leather gloves close at hand, even though such a thing seems strange. Upon close observation, the gloves are covered with stitching that trace arcane symbols through the leather.

Rath is not a chatty type of person, but he is very well spoken and diplomatic. He does not work hard to make friends among the crew, but seems to get along with anyone who cares to initiate a conversation with him. The exception is the Cleric Nytor and Valgo. If Rath seeks a conversation with anyone it would usually be with one of those two. But he does not shy away from conversation. It would be obvious that Rath is very educated and from a noble family. He does not do anything to make anyone feel less important - in fact he seems to have an unusual amount of concern for the people on the ship. But as I said before, he does not walk around initiating casual conversation. You might get the impression that he knows that he has an unusual effect on people and he does not force himself on anyone or try to dissuade them of any initial impression they might have. If anyone avoids him, he will avoid them in turn. Perhaps more out of a sense of mutual respect than due to snobbery or disdain. For some reason Rath seems most at east and comfortable around Ivo the dwarf. It is common to see Rath smile and even laugh in Ivo's presence. Rath regards Bax somewhat cooly and professionally, but without malice. The conversation about the riddle (ed: more on that later)was the first time you saw Bax and Rath seem to have anything in common. Rath does not avoid Mournax, but he does treat the minotaur in a formal way. Rath seems to choose his words carefully when speaking to Mournax. Rath has held a number of one-on-one conversations with Dzintra. These conversations have always been polite and friendly, but Rath is careful to avoid any appearance of indiscretion. This attention to propriety extends to all the women on the ship.

Rath is clearly a Sorcerer. Rath would say that he specializes in Force Invocation, Dimensional Magic (both Porte and Transcendental arts), and Abjuration. He politely denies any suggestion that he practices any powers of Enchantment or Illusion. "I am not a charlatan. My magic is not designed for compulsion, trickery, or misdirection." He strongly denounces the practice of Necromancy. "Necromancy is a dangerous art. Only a fool believes they can touch that darkness without harm." (ed note: Bax is a Necromancer)

Until the dragon attack (ed: more on that later) there were few opportunities to observe Rath casting or using spells. He clearly has reserved the use of his power to times when he feels it is appropriate. That said, there were times when he used his power onboard ship. One time a coil of rope dropped from the upper reaches and fell heavily to the deck near Rath. No one was hurt, but the midshipman began cursing at the sailor for his carelessness. Without saying a word, Rath reached out his hand and the coil of rope lifted itself off the deck and sailed through the air directly up to the sailor. After the rope was secure, Rath excused himself and went below deck for several hours.


Mournax
Mournax is an enormous figure compared to any of the crew. He stands 7 feet at the tips of his upcurved horns and is exceptionally broad. He is covered in thick reddish-brown fur and has very dark eyes. His head is generally bovine in appearance, but the eyes are more forward facing and he has the jaws and teeth of a predator. He wears extremely rough clothing that is extremely sturdy. Rather like burlap sewn together with thick leather strips. This appears serviceable and also seems to serve as his underpadding for his breastplate, which seems to have a bluish tinge to it.
He wears little jewelry or ornamentation on his body or armor. He does wear heavy leather vambraces that have a large crescent worked into the right vambrace and a circle with a crescent on the left. He wears a strip of leather strung with small rocks above his left bicep. He wears a strip of leather strung with large teeth above his right bicep. Around his neck he
wears what appears to be a large bloodstone on a leather loop. He bears a well made great axe with a haft reinforced and capped with metal. It is plain, but clearly a very serviceable weapon. This would be stowed much of the voyage, but he would pretty much always have a pair of throwing axes and a short sword with him.
Mournax would clearly enjoy using his considerable strength in dramatic ways. He appears willing to accept pretty much any challenge in this regard and seems to enjoy the amazement of the crew at these feats. Mournax would laugh loudly at the suggestion that he should arm wrestle Ivo and would state "What would be the point of that?". Mournax would certainly
accept any challenge, but would also point out that Ivo's arms are only as long as a 10 year old child's while his... at which point he would extend his arms to each side to show his huge reach.
Mournax would pretty much accept any challenge and would periodically encourage crew members to slug him in the stomach, chest, arm, etc. He would seem to be fine with the crew in general and would love to carouse, joke, and sing loudly and badly with them. He would also seek out the company of the accommodating women on the ship, so clearly is physically attracted to human women. It is not really clear how quick Mournax's temper is as no one seems inclined to test this. He would also go for long periods exposed to the elements without protection. Only when clearly suffering ill effects would he take shelter and warm back up. He would essentially never go below deck, citing the smell. He would seem to do some of these things out of boredom and would periodically lament loudly that you can't keep your skills sharp with just sparring.
With regard to the party he would have no problem with Ivo or Dzintra, though he would clearly prefer to be upwind of Ivo when he has his pipe. He would show clear respect for Nytor, whom he would also call "the healer". He would be somewhat more cautious around Bax and Rath and would frequently rub the stone around his neck when they are around.

(ed note: a brief description of Nytor)
Nytor
Nytor is a physically impressive man, for a human. He is clearly not a pencil-pusher. He wears highly-polished full plate armor, and has a shield which has an orange-ish tinge to it. An orange disc of shimmering radiance hangs around his neck. "It represents the sun, and the Provider - the bringer of life", he would say.
Nytor is very vocal about his beliefs, and is quick to point out his position on any topic. He's direct about his relationship with his god, and is more than willing to use his powers to help the party in any way he can.
 
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Thanks! My intent was to isolate the PCs on a remote continent without any means home. Changing "sending" and "greater teleport", as well as giving the gate and related spells some major drawbacks means that I don't really have to worry about them fleeing until at least 17th level (8 levels away).

I'll put up the synopsis of game #1 today. Hope you enjoy it!
 

Game #1 (Saturday, October 4th)

News travels fast in the Bastion, despite its size. The famed explorer and archaeologist Valgo Corren has loaded his galley - the Celestial, with a hand-picked crew to set sail towards the east. Their destination is the famed Terra Clanculum, or "Land in Secret". It was but 15 years prior that another explorer - Gorian Landiler sailed to this fabled land and has yet to return.
Valgo's ship and crew are well-prepared, and well-stocked for the four month journey at sea. It was just as Landiler's expedition was, on an evening such as this, that he left the morning after. Many speculate amongst hushed rumours that Landiler's crew met an ill fate, and though it best not to spread such ill omens, many speculate that Valgo's crew will meet with the same fate. It's no secret that Gorian was powerful wizard in his own right, and had an impressively powerful crew. Valgo is a man of considerable power and knowledge as well, but the finest of the finest of crews are already out at sea, exploring other places.
Still, there is excitement in the air, and children talk in the streets about what kinds of magic the crew might bring back, and tales of lost knowledge, and lost civilization abound creating infinite speculation and arguments about the origins of ancestors. These are inspirational times.

It was a brisk, Fall evening. Valgo was still making the final preparations of his crew - a hand-picked bunch that he'd traveled with many times. A hundred (give or take), scallywags that he'd grown to love, and considered them his family. It took a well-seasoned crew to man a ship as large as this one, and he knew that they were each more than capable in their responsibilities. The one thing that was missing was the "special" crew - adventurers. He knew that his sailors were good at their jobs, but they were no match to the unknowns and perils that venturing into a foreign land would throw at them. He needed powerful adventurers if he was to succeed - a gifted spellcaster, a pious cleric, an agile rogue, and a couple of good strong arms.
He had found them, he was sure of this. Some he found in Bluffside, through a small office he had opened there a few months prior. The rest came from the Bastion. Some of them came well recommended from the church, and others whose abilities he was able to witness, there was no need for recommendations. Mournax and Ivo were two of the best warriors he'd ever seen. Mournax's brute force and sheer power was a complement to Ivo's agility and prowess with his blade. Nytor was a pious, righteous cleric of the Great Provider. His warmth of personality, and faith would help guide them. Rath was a gifted sorcerer - a prodigy with Force abjuration, and dimensional spells. He also took up the code of the Arcane Paladin, which Valgo knew was an honor not to be taken lightly. Bax was the best bowman Valgo had ever seen. "I would have thought it impossible to hit a bird on a ledge that far away if I hadn't seen it with my own eyes", Valgo thought to himself, daydreaming about what kinds of things they might find on the lost continent. Dzintra was an odd sort, quiet, calm; just the kinds of qualities he felt were most important in a rogue. "At least she hasn't served any jail time", he joked with himself.

And there they were, assembled on the pier amidst the laborers still loading provisions at this late hour. "Hello, Valgo", Rath said. Valgo greeted them, "Hello, my friends. We are still making final preparations." "I am unfamiliar with this town. I've got 500 gold coins burning a hole in my pockets, that I'm not going to be able to use where I'm going. Where's a good bar around here", Mournax asked, with a sense of urgency. Surprised, Valgo replied, "There are some nice places around here, you just have to go further inland to avoid the seedier establishments." Ivo asked, "I would accompany you, Mournax", and Dzintra replied, "And I as well. It sounds like a great idea." "Good then", Mournax said, "let us find a place where we can release our coin". "I prefer a quiet meal", "Yes, I as well", said Rath and Nytor". "Would you care to join us", Rath asked. "I have to attend to some last minute provisions here. We are running late, and we need to have everything ready before in the morning. I know a good place that you could try, and I could meet you there later if I am able." At that, Bax, who had agreed to accompany them for dinner, Nytor, and Rath left for dinner. Valgo remained behind, at least for a while to make sure everything was in order. Already, even at this late hour, there were onlookers along the pier awaiting the departure of his ship. "I've a lot to live up to", Valgo thought.

Next morning, the pier was packed with onlookers and well-wishers. The docks were full of excitement as the crowds cheered Valgo and his crew. "Come back alive!", some would jokingly shout. To which Valgo would just smile and wave. Kids, bundled up in warm clothes stretced their hands out for his autograph. It was just becoming winter here. Valgo would sail all throughout the cold winter months, hoping to land in the early spring. Once everything was tied down, and everything was in its place, the ropes were untied, and with much cheering and wave from the shore, the docks grew smaller and smaller as the Celestial's destination awaited her.

cont...
 
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Into the Woods

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