Rybaer
First Post
Welcome the my little campaign world called Aftermath. This is the continuation of my previous thread which has started to bump up against the recommended 200 post limit. As a quirk of good fortune, the story had just arrived at a critical juncture when the characters had completed their duties and obligations to thier home city of New Selmar and had, essentially, become free agents.
Click here to view year one of Aftermath.
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Aftermath campaign summary (the short, short version):
Our five heroes, Amblin the monk, Boaz the fighter, Nigel the ranger, Rurik the cleric, and Zalman the wizard, become acknowledged as full adults in the war-battered community of New Selmar. After two decades of war, they no longer have contact with any other community in the region. As a group, they are charged with venturing out in search of knowledge and to make trade contacts with other cities.
When Rurik's head is changed into a lion's, they follow the master wizard Sangelais' suggestion that they seek the mage Shadykin in Ironwood Forest for a cure. En route, they narrowly escape an orc cavalry charge by crossing a river and getting a hand from a friendly treant. In return, they do the treant a favor by finding the source of corrupted water deep in its forest - a baby green dragon that has laired next to a fresh spring. From here, they venture onward and rescue a halfling named Kisty from a band of goblins. She offers little explanation about why she's out here all alone, but does tell them she hails from Water Break - a modest sized port city. They convince her to show them the way back there in exchange for the rescue.
Shadykin's school is found abandoned. Well, almost. While exploring the ruins, they have to deal with a polymorphing witch and her pets (a couple rust monsters and beholderkin) as well as a pair of half-fiend ogres. After that, they find themselves trapped within a custom-made pocket world inside the massive Golden Dome on the property. What should be an idyllic paradise is actually suffering from faulty controls due to the lack of upkeep over the last twenty years in the absence of its creator. Digger, Shadykin's badger familiar, clues them in to trying to fix the problem.
The descent into a foul pit of corruption in the center of the Dome leads them to fights against a horde of fiendish bunnies, a pair of giant metallic snapping turtles, a handful of floating jellyfish and accompanying cloud of flying piranha, lethal flowers, and ultimately a giant mechanical spider perched on a barbed-wire web. They fix the Dome, but the process is ugly and painful. With the help of a powerful cleric acquaintance, they learn that Shadykin is trapped in a stasis bubble on the premises. They travel to the demi-plane of time and undo the effect. Shadykin tells them of his battle against a wizard of the Black Hand at the beginning of the war that left him trapped. He also graces each with a powerful and useful magic item and cures Rurik of his lion-head.
They travel a short distance from Shadykin's, following word of a tiny village. They arrive to find many bodies and only one young boy alive. He tells them of a raid, and they follow the tracks back to an ancient tomb in the woods. Turns out that some village hunters had distrubed the resting place of an ancient gnoll king - a skilled ranger, no less. They duke it out with the URG's (undead gnoll rangers) and rescue the remaining villagers, though Boaz perishes in the process.
One of those rescued was a visitor from a small elvish community to the east - on their way to Water Break. He leads them to the village where they are received warmly. A magic item recovered from a nearby iron mine transforms Zalman into a female elf (wizard apprentice), transforms the apprentice into Zalman, and transforms the elder wizard into a squirrel. The item also points itself unerringly back to the mine. They follow it in search of clues to a cure and find the place overrun with kobolds. Eventually, they make it through the maze of traps and reach the lair of an arrogant amethyst half-dragon named Thrindlemond who puts them through a series of "trials". No one appreciates this. Later, he undoes the transformations and tells them that he used the device to lure them in here for his trials. He believes, as do "others" that they might be part of a prophecy that also involves the evil wizards of the Black Hand. No one really buys it, but he teleports them to speak with another about the prophecy...conveniently in a town just a couple days from Water Break.
They meet this other chap who runs a traveling puppet show with odd religious overtones. He tells them more of the prophecy, but not to worry too much about it. They oblige him and depart for Water Break. Kisty stays behind, not wanting to deal with "certain family issues" in the city.
The next day, the group encounters an odd mix of bandits that have raided a wagon. Four are dead and one teenaged girl is about to be raped. The group charges in and rumbles with the bandits. Most are killed, though the leader - a dark elf named Shadow, they later learn - escapes. A patrol of lancers arrives a bit later and tells them of the bandits and Shadow. There is a bounty for each of the bandits killed that they can claim in Water Break. While traveling with the lancers the next day, they offer an assist on the slaying of a pair of hill giants.
Water Break, the largest city any of them had ever seen, seems to be heavily under the influence of a group called the Red Cult or Church of the Small. They have outlawed most forms of magic use and require strict registration of magic items within the city. The group grudgingly complies. In the city, Amblin meets a group of monks and accepts an offer to duel - an odd affair called the Duel of the Bat, which is performed while hanging upside down by a series of adjustable ropes.
They visit the Duke's court the next morning and tell their tale and collect the bounty. That night, while Amblin and Nigel are out at a party with some local ladies, Rurik and Zalman are attacked at the inn by thugs and Zalman is kidnapped while Rurik lay helplessly paralyzed. Zalman awakes in a dark cell and finds another chained up with him. This turns out to be Misty, Kisty's twin sister and leader of the Thieves' Guild, who uses a drug-hazed charade to dupe Zalman into telling her where Kisty really is. Zalman is knocked out and left stripped of clothes and possessions in an alley.
Everyone reassembles and they race back to High Hill to warn Kisty that she could be in danger. At the inn, they find that a group of thugs arrived a bit earlier. Things stay cool until our heroes' room is firebombed in the middle of the night. A fight ensues and the thugs are vanquished. The Shadow, however, sneak attacks Nigel and nearly kills him. Kisty, by good fortune, intervenes just in time and distracts the Shadow. They almost catch the dark elf, but under the pinning hold of Amblin he magically disappears.
Kisty reveals how Misty had hired the Shadow to steal a book from the dwarves of Mt. Goldforge. The Shadow mistook Kisty for Misty and gave her the book instead. She was en route to return it to the dwaraves when she was captured by goblins, the very ones that the group rescued her from. The book is very ancient and refers to a city called Kladish.
They spend the next month resting and recovering in the local (exiled) mage guild, which Zalman is now an associate member of. They still need to establish trade contacts, so they make a quick trip into Water Break and find a helpful merchant. He suggests they try to get use of the Duke's griffons so that the contracts necessary for a full caravan to New Selmar can be arranged in time to make the trip happen this year before the weather turns foul. As the Duke's court is over for the day, they leave the city north to visit the Countess Lohna, an elvish noble Nigel met in Water Break who gave them an open invitation to visit.
Lohna, they learn, is unable to go into direct sun "as a result of one of the magical diseases that swept the area of the last two years." So, she joins them later that evening when she awakens. She is a very pleasant lady and wonderful hostess. Later that evening, after most had retired to bed, a halfling wizard with a pair of summoned girallons assault the house. The group fights them off and eventually kills the wizard, but are unable to learn who he is or what provoked the attack.
They don't expect the Duke to give them use of his griffon riders, but are pleasantly surprised when he makes them a deal. (The idea of being able to get weapons and armor from the legendary Mt. Goldforge from the deal tips him in favor of the idea.) If they'll help harvest this year's griffon eggs, then the riders will shuttle them out to New Selmar, Mt. Goldforge, and back. This they do, though they have a rough time with a pair of wyverns on the way out. On the way back, eggs in hand, they realize they have pursuers. Zalman tries to shoo off an eagle he thinks is spying on them...turns out to be a polymorphed wizard. The ensuing duel, three thousand feet in the air, ends in a stalemate, and the group makes it back to Lohna’s and then immediately back to Water Break. Here, Rurik is given an anonymous note begging for rescue from Kladish...seems some dwarves are trapped there.
They leave with the griffon riders and the merchant the next morning. During the week spent flying home, Rurik falls ill and cannot be magically cured. The stop in New Selmar is brief and they are congratulated and then released from duty to the city. Bommer, a halfling scout, joins the group. Rurik is now unconscious, so they hurry on to Mt. Goldforge and the high clerics there. The clerics determine that he's under a Quest, cast by a servant of Moradin. He is revived and the links between the stolen book, a mysterious visitor in the night, and the anonymous note are put together. Kladish, a dwarvish city lost over 5,000 years ago, apparently is near Water Break and within are dwarves in need of rescue. Also, someone else is very interested in finding that city or something inside it. They return to Water Break and then hurry up the coast in search of the remains of the ancient city.
*****************************************
More wacky adventure goodness to come. (Not to mention a lot more character deaths...)
Click here to view year one of Aftermath.
*******************************************
Aftermath campaign summary (the short, short version):
Our five heroes, Amblin the monk, Boaz the fighter, Nigel the ranger, Rurik the cleric, and Zalman the wizard, become acknowledged as full adults in the war-battered community of New Selmar. After two decades of war, they no longer have contact with any other community in the region. As a group, they are charged with venturing out in search of knowledge and to make trade contacts with other cities.
When Rurik's head is changed into a lion's, they follow the master wizard Sangelais' suggestion that they seek the mage Shadykin in Ironwood Forest for a cure. En route, they narrowly escape an orc cavalry charge by crossing a river and getting a hand from a friendly treant. In return, they do the treant a favor by finding the source of corrupted water deep in its forest - a baby green dragon that has laired next to a fresh spring. From here, they venture onward and rescue a halfling named Kisty from a band of goblins. She offers little explanation about why she's out here all alone, but does tell them she hails from Water Break - a modest sized port city. They convince her to show them the way back there in exchange for the rescue.
Shadykin's school is found abandoned. Well, almost. While exploring the ruins, they have to deal with a polymorphing witch and her pets (a couple rust monsters and beholderkin) as well as a pair of half-fiend ogres. After that, they find themselves trapped within a custom-made pocket world inside the massive Golden Dome on the property. What should be an idyllic paradise is actually suffering from faulty controls due to the lack of upkeep over the last twenty years in the absence of its creator. Digger, Shadykin's badger familiar, clues them in to trying to fix the problem.
The descent into a foul pit of corruption in the center of the Dome leads them to fights against a horde of fiendish bunnies, a pair of giant metallic snapping turtles, a handful of floating jellyfish and accompanying cloud of flying piranha, lethal flowers, and ultimately a giant mechanical spider perched on a barbed-wire web. They fix the Dome, but the process is ugly and painful. With the help of a powerful cleric acquaintance, they learn that Shadykin is trapped in a stasis bubble on the premises. They travel to the demi-plane of time and undo the effect. Shadykin tells them of his battle against a wizard of the Black Hand at the beginning of the war that left him trapped. He also graces each with a powerful and useful magic item and cures Rurik of his lion-head.
They travel a short distance from Shadykin's, following word of a tiny village. They arrive to find many bodies and only one young boy alive. He tells them of a raid, and they follow the tracks back to an ancient tomb in the woods. Turns out that some village hunters had distrubed the resting place of an ancient gnoll king - a skilled ranger, no less. They duke it out with the URG's (undead gnoll rangers) and rescue the remaining villagers, though Boaz perishes in the process.
One of those rescued was a visitor from a small elvish community to the east - on their way to Water Break. He leads them to the village where they are received warmly. A magic item recovered from a nearby iron mine transforms Zalman into a female elf (wizard apprentice), transforms the apprentice into Zalman, and transforms the elder wizard into a squirrel. The item also points itself unerringly back to the mine. They follow it in search of clues to a cure and find the place overrun with kobolds. Eventually, they make it through the maze of traps and reach the lair of an arrogant amethyst half-dragon named Thrindlemond who puts them through a series of "trials". No one appreciates this. Later, he undoes the transformations and tells them that he used the device to lure them in here for his trials. He believes, as do "others" that they might be part of a prophecy that also involves the evil wizards of the Black Hand. No one really buys it, but he teleports them to speak with another about the prophecy...conveniently in a town just a couple days from Water Break.
They meet this other chap who runs a traveling puppet show with odd religious overtones. He tells them more of the prophecy, but not to worry too much about it. They oblige him and depart for Water Break. Kisty stays behind, not wanting to deal with "certain family issues" in the city.
The next day, the group encounters an odd mix of bandits that have raided a wagon. Four are dead and one teenaged girl is about to be raped. The group charges in and rumbles with the bandits. Most are killed, though the leader - a dark elf named Shadow, they later learn - escapes. A patrol of lancers arrives a bit later and tells them of the bandits and Shadow. There is a bounty for each of the bandits killed that they can claim in Water Break. While traveling with the lancers the next day, they offer an assist on the slaying of a pair of hill giants.
Water Break, the largest city any of them had ever seen, seems to be heavily under the influence of a group called the Red Cult or Church of the Small. They have outlawed most forms of magic use and require strict registration of magic items within the city. The group grudgingly complies. In the city, Amblin meets a group of monks and accepts an offer to duel - an odd affair called the Duel of the Bat, which is performed while hanging upside down by a series of adjustable ropes.
They visit the Duke's court the next morning and tell their tale and collect the bounty. That night, while Amblin and Nigel are out at a party with some local ladies, Rurik and Zalman are attacked at the inn by thugs and Zalman is kidnapped while Rurik lay helplessly paralyzed. Zalman awakes in a dark cell and finds another chained up with him. This turns out to be Misty, Kisty's twin sister and leader of the Thieves' Guild, who uses a drug-hazed charade to dupe Zalman into telling her where Kisty really is. Zalman is knocked out and left stripped of clothes and possessions in an alley.
Everyone reassembles and they race back to High Hill to warn Kisty that she could be in danger. At the inn, they find that a group of thugs arrived a bit earlier. Things stay cool until our heroes' room is firebombed in the middle of the night. A fight ensues and the thugs are vanquished. The Shadow, however, sneak attacks Nigel and nearly kills him. Kisty, by good fortune, intervenes just in time and distracts the Shadow. They almost catch the dark elf, but under the pinning hold of Amblin he magically disappears.
Kisty reveals how Misty had hired the Shadow to steal a book from the dwarves of Mt. Goldforge. The Shadow mistook Kisty for Misty and gave her the book instead. She was en route to return it to the dwaraves when she was captured by goblins, the very ones that the group rescued her from. The book is very ancient and refers to a city called Kladish.
They spend the next month resting and recovering in the local (exiled) mage guild, which Zalman is now an associate member of. They still need to establish trade contacts, so they make a quick trip into Water Break and find a helpful merchant. He suggests they try to get use of the Duke's griffons so that the contracts necessary for a full caravan to New Selmar can be arranged in time to make the trip happen this year before the weather turns foul. As the Duke's court is over for the day, they leave the city north to visit the Countess Lohna, an elvish noble Nigel met in Water Break who gave them an open invitation to visit.
Lohna, they learn, is unable to go into direct sun "as a result of one of the magical diseases that swept the area of the last two years." So, she joins them later that evening when she awakens. She is a very pleasant lady and wonderful hostess. Later that evening, after most had retired to bed, a halfling wizard with a pair of summoned girallons assault the house. The group fights them off and eventually kills the wizard, but are unable to learn who he is or what provoked the attack.
They don't expect the Duke to give them use of his griffon riders, but are pleasantly surprised when he makes them a deal. (The idea of being able to get weapons and armor from the legendary Mt. Goldforge from the deal tips him in favor of the idea.) If they'll help harvest this year's griffon eggs, then the riders will shuttle them out to New Selmar, Mt. Goldforge, and back. This they do, though they have a rough time with a pair of wyverns on the way out. On the way back, eggs in hand, they realize they have pursuers. Zalman tries to shoo off an eagle he thinks is spying on them...turns out to be a polymorphed wizard. The ensuing duel, three thousand feet in the air, ends in a stalemate, and the group makes it back to Lohna’s and then immediately back to Water Break. Here, Rurik is given an anonymous note begging for rescue from Kladish...seems some dwarves are trapped there.
They leave with the griffon riders and the merchant the next morning. During the week spent flying home, Rurik falls ill and cannot be magically cured. The stop in New Selmar is brief and they are congratulated and then released from duty to the city. Bommer, a halfling scout, joins the group. Rurik is now unconscious, so they hurry on to Mt. Goldforge and the high clerics there. The clerics determine that he's under a Quest, cast by a servant of Moradin. He is revived and the links between the stolen book, a mysterious visitor in the night, and the anonymous note are put together. Kladish, a dwarvish city lost over 5,000 years ago, apparently is near Water Break and within are dwarves in need of rescue. Also, someone else is very interested in finding that city or something inside it. They return to Water Break and then hurry up the coast in search of the remains of the ancient city.
*****************************************
More wacky adventure goodness to come. (Not to mention a lot more character deaths...)
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